// Now we get some scary shit // With an extended upgrade system to ~expand~ your options // Follows COD Zombie rules pretty close(?) // // Mission made by Sntr // // My hearts go out to all you sinners: // // - Blade x64 > Made the map // - Treyarch > Made the Zombies mode which this mission channels pretty heavily // - Kevin Sherwood > Music used on this mission // - Kirillian > Super Zombie Fortress models for the Special enemies // - Hell-met > You wouldn't believe how much Trespasser spiritually inspired this mission // - Eve/Elizabeth > Player tracking logic // - Seelpit > Logic for replacing round counter by moving the round number to the wave counter // - Skin King > For finding out every possible way you can think of to cheese the mission with godspots // - Yaki > Logic help for the cash mechanic + gun dumpster // - Lite > Timer logic (repurposed into the round counter) also icons for zombies, Tank and Battlelord // - Royal > For pretty much all the .lua scripting this mission uses // - Washy > The other side of all the .lua, ie. Action key check for machines + dumpster // - Mince > Some assistance making the revive logic not suck eggs // - DaMno > Reference for COD Zombies and how things work in it // - Whurr > Finetuned the navigation file and put up with long analyze times on Shadows // - NotYourSagittarius > Classicons for Special Enemies // - Rexy > Made the vending machine model used here // - Emotive > The alternate version of Abracadavre used for the mission end jingle // - Oobersli > B.M.M.H's model // - Svdl > Tactigatling's model https://steamcommunity.com/sharedfiles/filedetails/?id=366919683 // - Overpowered > Punch Packer's model https://steamcommunity.com/sharedfiles/filedetails/?id=510691874 // - Donut > Maschinenpistole's model https://steamcommunity.com/sharedfiles/filedetails/?id=500507665 // - Noors > Warsaw Fact model, aka Treadonator's chainsaw https://steamcommunity.com/sharedfiles/filedetails/?id=75492629 // // // Enemy scaling is as follows: // - Zombies gain +100 hp per round until Round 10 // - They also start at 20% movement penalty but become 2% faster until they reach default class speed // - Then they start receiving a +10% health increase, per round // - Zombies start spawning faster toward Round 20 as well // - TotalCount also increases up to 50 // - Bosses and Tanks have a regular +10% hp increase starting from Round 10, they don't get the +100 hp // // // Server crash count: 10 WaveSchedule { StartingCurrency 500 RespawnWaveTime 4444 FixedRespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom yes EventPopfile Halloween ZombiesNoWave666 1 // NoReanimators 1 NoRomevisionCosmetics 1 // NoMvMDeathTune 1 // give some clue that a teammate dies? FixedBuybacks 1 BuybacksPerWave 0 TextPrintTime 5 NoThrillerTaunt 1 StuckTimeMultiplier 2 WaveStartCountdown 5 NoJoinMidwave 1 RobotLimit 26 MaxSpectators 0 // MaxRedPlayers 5 // 4 ForceHoliday 2 // SentryBusterFriendlyFire 0 DisplayRobotDeathNotice 0 SniperAllowHeadshots 1 RemoveGrapplingHooks 3 BodyPartScaleSpeed 20 // why is this here? CustomNavFile "mvm_shadows_scarynav" // ScriptSoundOverrides "scripts/shadows_soundscripts.txt" // acts kinda weird LuaScriptFile "scripts/shadows.lua" // """learning""" programming to make missions ExtendedUpgradesOnly 1 UpgradeStationKeepWeapons 1 // stop players from losing perks RespecEnabled 0 // fix refund exploit DefaultMiniBossScale 1.5 // shrink bosses and the like, done to fix pathing issues with the house // DisableSound "MVM.BotStep" DisableSound "MVM.SentryBusterIntro" DisableSound "Weapon_Upgrade.ExplosiveHeadshot" // really loud with groups!! DisableSound "music.mvm_lost_wave" // this works now DisableSound "music.mvm_end_last_wave" // this works now DisableSound "Game.YourTeamWon" DisableSound "heavy_mvm_giant_robot01" DisableSound "heavy_mvm_giant_robot02" DisableSound "heavy_mvm_giant_robot03" DisableSound "heavy_mvm_giant_robot04" DisableSound "heavy_mvm_sentry_buster02" DisableSound "engineer_mvm_giant_robot01" DisableSound "engineer_mvm_giant_robot02" DisableSound "engineer_mvm_giant_robot03" DisableSound "engineer_mvm_sentry_buster02" DisableSound "soldier_mvm_giant_robot01" DisableSound "soldier_mvm_giant_robot02" DisableSound "soldier_mvm_giant_robot03" DisableSound "soldier_mvm_giant_robot04" DisableSound "soldier_mvm_sentry_buster02" DisableSound "medic_mvm_giant_robot01" DisableSound "medic_mvm_giant_robot02" DisableSound "medic_mvm_giant_robot03" DisableSound "medic_mvm_sentry_buster02" DisableSound "Announcer.MVM_All_Dead" PrecacheModel "models/weapons/c_models/c_soldier_arms_rocketless.mdl" PrecacheModel "models/weapons/c_models/c_packer.mdl" PrecacheModel "models/weapons/c_models/c_mp40/c_mp40.mdl" PrecacheModel "models/weapons/c_models/c_tgat/c_tgat.mdl" PrecacheModel "models/weapons/c_models/c_bmmh/c_bmmh.mdl" PrecacheModel "models/weapons/c_models/c_shotfun/c_shotfun.mdl" // PrecacheModel "models\weapons\c_models\c_frearm\c_frearm.mdl" PrecacheModel "models/props_misc/vending_machine_01.mdl" PrecacheModel "models/props_construction/dumpster_body.mdl" PrecacheModel "models/props_construction/dumpster_lid.mdl" PrecacheModel "models/kirillian/infected/coomer_v4.mdl" PrecacheModel "models/kirillian/infected/spyro_v4.mdl" PrecacheModel "models/kirillian/infected/hank_v4.mdl" PrecacheModel "models/kirillian/infected/scunter_v4.mdl" PrecacheModel "models/kirillian/infected/wanker_v4.mdl" PrecacheModel "models/weapons/c_models/c_w_chainsaw/c_w_chainsaw.mdl" PrecacheModel "models/props_frontline/tank_animated.mdl" PrecacheModel "models/props/mvm_shadows/spawnroom.mdl" PrecacheModel "models/props_trainyard/cart_bomb_separate.mdl" // nuke PrecacheModel "models\weapons\w_models\w_atomball_blu.mdl" // fat boy // PrecacheModel "models/weapons/w_models/w_rocketbullet.mdl" // Sally+Mustang PrecacheModel "models\props_forest\cliff_wall_09a.mdl" // tank's rock projectile? in case THIS is why it sometimes just doesn't render? PrecacheParticle "eye_powerup_green_lvl_2" PrecacheParticle "utaunt_lightning_bolt" PrecacheSound "shadows/announcer_bossround.mp3" PrecacheSound "shadows/announcer_chuckle.mp3" // PrecacheSound "shadows/countdown.mp3" PrecacheSound "shadows/goodeffort.mp3" PrecacheSound "shadows/youdidit.mp3" PrecacheSound "shadows/bossround_music.mp3" // PrecacheSound "shadows/muzzleflashinthedark.mp3" PrecacheSound "shadows/makeitcount.mp3" PrecacheSound "shadows/hubby_shoot.mp3" PrecacheSound "shadows/thundergun_fire.mp3" PrecacheSound "shadows/mystery_open.mp3" PrecacheSound "shadows/mystery_jingle.mp3" PrecacheSound "shadows/smoker_idle_01.mp3" PrecacheSound "shadows/smoker_idle_02.mp3" PrecacheSound "shadows/smoker_idle_03.mp3" PrecacheSound "shadows/smoker_death.mp3" PrecacheSound "shadows/smoker_launchtongue_02.mp3" PrecacheSound "shadows/gas_death.mp3" PrecacheSound "shadows/gas_spit.mp3" PrecacheSound "shadows/gas_idle_03.mp3" PrecacheSound "shadows/gas_idle_04.mp3" PrecacheSound "shadows/charger_death.mp3" PrecacheSound "shadows/charger_idle_02.mp3" PrecacheSound "shadows/charger_idle_03.mp3" PrecacheSound "shadows/charger_idle_04.mp3" PrecacheSound "shadows/charger_see01.mp3" PrecacheSound "shadows/charger_see02.mp3" PrecacheSound "shadows/charger_see03.mp3" PrecacheSound "shadows/charger_see04.mp3" PrecacheSound "shadows/charger_see05.mp3" // PrecacheSound "shadows/charger_charge_01.mp3" // PrecacheSound "shadows/charger_charge_02.mp3" // PrecacheSound "shadows/charger_charge_03.mp3" PrecacheSound "shadows/stage_clear.mp3" PrecacheSound "shadows/stage_start.mp3" PrecacheSound "shadows/bossround_start.mp3" PrecacheSound "shadows/bossround_end.mp3" PrecacheSound "shadows/tank_death_01.mp3" PrecacheSound "shadows/tank_death_02.mp3" PrecacheSound "shadows/tank_death_03.mp3" PrecacheSound "shadows/tank_fire_01.mp3" PrecacheSound "shadows/tank_growl_01.mp3" PrecacheSound "shadows/tank_growl_02.mp3" PrecacheSound "shadows/tank_growl_03.mp3" PrecacheSound "shadows/tank_yell_01.mp3" PrecacheSound "shadows/tank_yell_02.mp3" PrecacheSound "shadows/tank_yell_03.mp3" PrecacheSound "shadows/tank_yell_04.mp3" PrecacheSound "shadows/tank_yell_05.mp3" PrecacheSound "shadows/tank_yell_06.mp3" PrecacheSound "shadows/tank_yell_07.mp3" PrecacheSound "shadows/tank_yell_08.mp3" PrecacheSound "shadows/tank_throw_01.mp3" PrecacheSound "shadows/tank_throw_02.mp3" PrecacheSound "shadows/tank_throw_03.mp3" PrecacheSound "shadows/thrown_projectile_hit_01.mp3" PrecacheSound "shadows/tank_punch_1.mp3" PrecacheSound "shadows/rip_up_rock_1.mp3" PrecacheSound "shadows/zombie_rage01.mp3" PrecacheSound "shadows/zombie_rage02.mp3" PrecacheSound "shadows/zombie_rage03.mp3" PrecacheSound "shadows/zombie_rage04.mp3" PrecacheSound "shadows/zombie_rage05.mp3" PrecacheSound "shadows/zombie_rage06.mp3" PrecacheSound "shadows/zombie_rage07.mp3" PrecacheSound "shadows/zombie_rage08.mp3" PrecacheSound "shadows/perk_doubletap.mp3" PrecacheSound "shadows/perk_headrattle.mp3" PrecacheSound "shadows/perk_meraslixir.mp3" PrecacheSound "shadows/perk_regalreserve.mp3" PrecacheSound "shadows/perk_saxton.mp3" PrecacheSound "shadows/perk_usesfx.mp3" PrecacheSound "shadows/powerup_firesale01.mp3" PrecacheSound "shadows/gallery_music.mp3" PrecacheSound "shadows/powerup_doublepoints.mp3" PrecacheSound "shadows/powerup_instagib.mp3" PrecacheSound "shadows/powerup_money_01.mp3" PrecacheSound "shadows/powerup_nuke_01.mp3" PrecacheSound "shadows/powerup_resupply_01.mp3" PrecacheSound "shadows/powerup_dud_03.mp3" PrecacheSound "shadows/treadkill_rage.mp3" PrecacheSound "shadows/treadkill_death.mp3" PrecacheSound "shadows/chainsaw_swing.mp3" PrecacheSound "shadows/battlelord_death.mp3" PrecacheSound "player/footsteps/giant2.wav" OverrideSounds { "Regenerate.Touch" misc/null.wav "MVM.BotStep" cleats_dirt.StepRight // zombie sounds "Sniper.M_MVM_BattleCry01" shadows/zombie_rage01.mp3 "Sniper.M_MVM_BattleCry02" shadows/zombie_rage02.mp3 "Sniper.M_MVM_BattleCry03" shadows/zombie_rage03.mp3 "Sniper.M_MVM_BattleCry04" shadows/zombie_rage04.mp3 "Sniper.M_MVM_BattleCry05" shadows/zombie_rage05.mp3 "Sniper.M_MVM_BattleCry06" shadows/zombie_rage06.mp3 // goes up to 8 now "Sniper.M_MVM_Go01" shadows/smoker_idle_01.mp3 // smoker sounds "Sniper.M_MVM_Go02" shadows/smoker_idle_02.mp3 "Sniper.M_MVM_Go03" shadows/smoker_idle_03.mp3 "sniper.M_MVM_MeleeDare01" shadows/zombie_rage01.mp3 "sniper.M_MVM_MeleeDare02" shadows/zombie_rage02.mp3 "sniper.M_MVM_MeleeDare03" shadows/zombie_rage03.mp3 "sniper.M_MVM_MeleeDare04" shadows/zombie_rage04.mp3 "sniper.M_MVM_MeleeDare05" shadows/zombie_rage05.mp3 "sniper.M_MVM_MeleeDare06" shadows/zombie_rage06.mp3 "sniper.M_MVM_MeleeDare07" shadows/zombie_rage07.mp3 "sniper.M_MVM_MeleeDare08" shadows/zombie_rage08.mp3 // max amount of sounds "sniper.M_MVM_MeleeDare09" shadows/zombie_rage01.mp3 "Heavy.M_MVM_BattleCry01" shadows/zombie_rage05.mp3 "Heavy.M_MVM_BattleCry02" shadows/zombie_rage06.mp3 "Heavy.M_MVM_BattleCry03" shadows/zombie_rage07.mp3 "Heavy.M_MVM_BattleCry04" shadows/zombie_rage08.mp3 "Heavy.M_MVM_BattleCry05" shadows/zombie_rage01.mp3 "Heavy.M_MVM_BattleCry06" shadows/zombie_rage02.mp3 "Heavy.M_MVM_MeleeDare01" shadows/zombie_rage01.mp3 "Heavy.M_MVM_MeleeDare02" shadows/zombie_rage02.mp3 "Heavy.M_MVM_MeleeDare03" shadows/zombie_rage03.mp3 "Heavy.M_MVM_MeleeDare04" shadows/zombie_rage04.mp3 "Heavy.M_MVM_MeleeDare05" shadows/zombie_rage05.mp3 "Heavy.M_MVM_MeleeDare06" shadows/zombie_rage06.mp3 "Heavy.M_MVM_MeleeDare07" shadows/zombie_rage07.mp3 "Heavy.M_MVM_MeleeDare08" shadows/zombie_rage01.mp3 "Heavy.M_MVM_MeleeDare09" shadows/zombie_rage02.mp3 "Heavy.M_MVM_MeleeDare10" shadows/zombie_rage03.mp3 "Heavy.M_MVM_MeleeDare11" shadows/zombie_rage04.mp3 "Heavy.M_MVM_MeleeDare12" shadows/zombie_rage05.mp3 "Heavy.M_MVM_MeleeDare13" shadows/zombie_rage06.mp3 "Heavy.M_MVM_Taunts13" shadows/zombie_rage04.mp3 "Heavy.M_MVM_Taunts17" shadows/zombie_rage06.mp3 "Heavy.M_MVM_Meleeing01" misc/null.wav "Heavy.M_MVM_Meleeing02" misc/null.wav "Heavy.M_MVM_Meleeing03" misc/null.wav "Heavy.M_MVM_Meleeing04" misc/null.wav "Heavy.M_MVM_Meleeing05" misc/null.wav "Heavy.M_MVM_Meleeing06" misc/null.wav "Heavy.M_MVM_Meleeing07" misc/null.wav "Heavy.M_MVM_Meleeing08" misc/null.wav "Heavy.M_MVM_MoveUp01" shadows/tank_growl_01.mp3 // tank VO "Heavy.M_MVM_MoveUp02" shadows/tank_growl_02.mp3 "Heavy.M_MVM_MoveUp03" shadows/tank_growl_03.mp3 "Heavy.M_MVM_Cheers01" shadows/tank_yell_01.mp3 "Heavy.M_MVM_Cheers02" shadows/tank_yell_02.mp3 "Heavy.M_MVM_Cheers03" shadows/tank_yell_03.mp3 "Heavy.M_MVM_Cheers04" shadows/tank_yell_04.mp3 "Heavy.M_MVM_Cheers05" shadows/tank_yell_05.mp3 "Heavy.M_MVM_Cheers06" shadows/tank_yell_06.mp3 "Heavy.M_MVM_Cheers07" shadows/tank_yell_07.mp3 "Heavy.M_MVM_Cheers08" shadows/tank_yell_08.mp3 "Heavy.M_MVM_NeedDispenser01" shadows/tank_fire_01.mp3 // angry pootis // "Heavy.M_MVM_NiceShot01" shadows/tank_throw_01.mp3 // "Heavy.M_MVM_NiceShot02" shadows/tank_throw_02.mp3 // "Heavy.M_MVM_NiceShot03" shadows/tank_throw_03.mp3 "Heavy.M_MVM_No01" shadows/rip_up_rock_1.mp3 "Heavy.M_MVM_No02" shadows/rip_up_rock_1.mp3 "Heavy.M_MVM_No03" shadows/rip_up_rock_1.mp3 "Demoman.M_MVM_BattleCry01" shadows/zombie_rage02.mp3 "Demoman.M_MVM_BattleCry02" shadows/zombie_rage03.mp3 "Demoman.M_MVM_BattleCry03" shadows/zombie_rage04.mp3 "Demoman.M_MVM_BattleCry04" shadows/zombie_rage05.mp3 "Demoman.M_MVM_BattleCry05" shadows/zombie_rage06.mp3 "Demoman.M_MVM_BattleCry06" shadows/zombie_rage07.mp3 "Demoman.M_MVM_BattleCry07" shadows/zombie_rage08.mp3 "Demoman.M_MVM_Taunts03" shadows/zombie_rage01.mp3 "Demoman.M_MVM_Taunts05" shadows/zombie_rage02.mp3 "Demoman.M_MVM_Taunts14" shadows/zombie_rage05.mp3 "Demoman.M_MVM_MoveUp01" shadows/charger_idle_02.mp3 "Demoman.M_MVM_MoveUp02" shadows/charger_idle_03.mp3 "Demoman.M_MVM_MoveUp03" shadows/charger_idle_04.mp3 // "weapons/demo_charge_windup1.wav" shadows/charger_charge_01.mp3 // "weapons/demo_charge_windup2.wav" shadows/charger_charge_02.mp3 // "weapons/demo_charge_windup3.wav" shadows/charger_charge_03.mp3 "Demoman.M_MVM_NegativeVocalization01" shadows/charger_see01.mp3 "Demoman.M_MVM_NegativeVocalization02" shadows/charger_see02.mp3 "Demoman.M_MVM_NegativeVocalization03" shadows/charger_see03.mp3 "Demoman.M_MVM_NegativeVocalization04" shadows/charger_see04.mp3 "Demoman.M_MVM_NegativeVocalization05" shadows/charger_see05.mp3 "Demoman.M_MVM_NegativeVocalization06" shadows/charger_see01.mp3 "Medic.MVM_BattleCry01" shadows/zombie_rage01.mp3 "Medic.MVM_BattleCry02" shadows/zombie_rage02.mp3 "Medic.MVM_BattleCry03" shadows/zombie_rage03.mp3 "Medic.MVM_BattleCry04" shadows/zombie_rage04.mp3 "Medic.MVM_BattleCry05" shadows/zombie_rage05.mp3 "Medic.MVM_BattleCry06" shadows/zombie_rage06.mp3 "Medic.MVM_Taunts01" shadows/zombie_rage02.mp3 "Medic.MVM_Taunts04" shadows/zombie_rage03.mp3 "Medic.MVM_Taunts05" shadows/zombie_rage04.mp3 "Medic.MVM_Taunts10" shadows/zombie_rage05.mp3 "Medic.MVM_Taunts12" shadows/zombie_rage06.mp3 "Medic.MVM_Taunts13" shadows/zombie_rage07.mp3 "Medic.MVM_Taunts15" shadows/zombie_rage08.mp3 "Soldier.M_MVM_BattleCry01" shadows/zombie_rage01.mp3 "Soldier.M_MVM_BattleCry02" shadows/zombie_rage02.mp3 "Soldier.M_MVM_BattleCry03" shadows/zombie_rage03.mp3 "Soldier.M_MVM_BattleCry04" shadows/zombie_rage04.mp3 "Soldier.M_MVM_BattleCry05" shadows/zombie_rage05.mp3 "Soldier.M_MVM_BattleCry06" shadows/zombie_rage06.mp3 "Soldier.M_MVM_Taunts03" shadows/zombie_rage03.mp3 "Soldier.M_MVM_Taunts08" shadows/zombie_rage04.mp3 "Soldier.M_MVM_Taunts14" shadows/zombie_rage05.mp3 "Soldier.M_MVM_Taunts16" shadows/zombie_rage06.mp3 "Soldier.M_MVM_Taunts19" shadows/zombie_rage07.mp3 "Soldier.M_MVM_Taunts20" shadows/zombie_rage08.mp3 "Soldier.M_MVM_No01" npc/zombie/zombie_voice_idle5.wav "Soldier.M_MVM_No02" npc/zombie/zombie_voice_idle9.wav "Soldier.M_MVM_No03" npc/zombie/zombie_voice_idle6.wav "Pyro.M_MVM_Jeers01" shadows/gas_idle_03.mp3 "Pyro.M_MVM_Jeers02" shadows/gas_idle_04.mp3 // "Pyro.M_MVM_Cheers01" shadows/gas_idle_01.mp3 // "Pyro.M_MVM_No01" shadows/gas_idle_02.mp3 // oh pyro why are you like this "demoman_mvm_resurrect04" "vo/demoman_thanksfortheteleporter02.mp3" // replaced Revive lines to omit medic thanks to reviving being an Action command too "engineer_mvm_resurrect01" "vo/engineer_thanksfortheteleporter01.mp3" "heavy_mvm_resurrect03" "vo/heavy_positivevocalization03.mp3" "sniper_mvm_resurrect04" "vo/sniper_thanksfortheteleporter01.mp3" } ItemBlacklist { Classname "tf_weapon_minigun" Classname "tf_weapon_laser_pointer" Classname "tf_weapon_buff_item" Classname "tf_weapon_rocketpack" Classname "tf_weapon_rocketlauncher" Classname "tf_weapon_shotgun_primary" Classname "tf_weapon_sentry_revenge" Classname "tf_weapon_scattergun" Classname "tf_weapon_handgun_scout_primary" Classname "tf_weapon_flamethrower" Classname "tf_weapon_rocketlauncher_fireball" Classname "tf_weapon_flaregun" Classname "tf_weapon_flaregun_revenge" // oops forgot you for a bit there // Classname "tf_weapon_sniperrifle" Classname "tf_weapon_sniperrifle_classic" Classname "tf_weapon_sniperrifle_decap" Classname "tf_weapon_jar" Classname "tf_weapon_jar_milk" Classname "tf_weapon_jar_gas" Classname "tf_wearable_demoshield" Classname "tf_weapon_pipebomblauncher" ClassName "tf_weapon_invis" ClassName "tf_weapon_pda_spy" Classname "tf_weapon_sapper" Classname "tf_weapon_lunchbox" Classname "tf_weapon_lunchbox_drink" Classname "tf_weapon_soda_popper" Classname "tf_weapon_katana" Classname "tf_weapon_cannon" Classname "weapon_demoman_boots" // Classname "saxxy" // seems to cause people to not have melee weapons at all Classname "tf_weapon_parachute" Classname "tf_weapon_shotgun_building_rescue" Classname "tf_weapon_drg_pomson" // Name "TF_WEAPON_BUILDER_SPY" // you can't remove spy's sapper so we remove it via other means Name "The Beggar's Bazooka" Name "The Black Box" Name "The Liberty Launcher" Name "The Direct Hit" Name "The Rocket Jumper" Name "The Air Strike" Name "The Cow Mangler 5000" Name "The Kritzkrieg" Name "The Quick-Fix" // stock only Name "The Eyelander" Name "The Widowmaker" Name "Panic Attack Shotgun" Name "Nessie's Nine Iron" Name "The Scotsman's Skullcutter" Name "The Claidheamohmor" Name "The Horseless Headless Horseman's Headtaker" // swords have that hp penalty that break SaxAle buff // Name "The Gunslinger" // same as above Name "The Vaccinator" Name "Kritz Or Treat Canteen" Name "Default Power Up Canteen (MvM)" Name "Power Up Canteen (MvM)" Name "Battery Canteens" Name "Spellbook Magazine" Name "Halloween Unfilled Spellbook" Name "Halloween Spellbook" Name "Basic Spellbook" Name "Noise Maker - Winter 2011" Name "Noise Maker - TF Birthday" Name "Duel MiniGame" Name "Your Eternal Reward" Name "Conniver's Kunai" Name "The Big Earner" Name "The Spy-cicle" Name "The Razorback" Name "The Cozy Camper" Name "Darwin's Danger Shield" Name "The Crusader's Crossbow" Name "The Short Circuit" Name "The Flying Guillotine" Name "The Iron Bomber" Name "The Loch-n-Load" // Name "The Equalizer" Name "The Escape Plan" Name "The Disciplinary Action" Name "Gloves of Running Urgently" Name "The Eviction Notice" Name "The Powerjack" Name "Ali Baba's Wee Booties" Name "The Bootlegger" Name "The Gunboats" Name "The Mantreads" } // weapon specific tweaks ItemAttributes { ItemName "Bonk! Atomic Punch" // for the vending machine animation "deploy time increased" 99 } ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "uber duration bonus" -3 "no primary ammo from dispensers while active" -1 "special item description" "Allows you to receive ammo from Dispensers while active" } ItemAttributes { ItemName "The Ubersaw" "add uber charge on hit" 0.20 } ItemAttributes { ItemName "The Crusader's Crossbow" "sniper no headshots" 0 "damage bonus HIDDEN" 4 // crossbow can keep its damage stats because it's the crossbow "reload full clip at once" 1 } ItemAttributes { ItemName "Festive Crusader's Crossbow" "sniper no headshots" 0 "damage bonus HIDDEN" 4 "reload full clip at once" 1 } ItemAttributes { ItemName "The Shortstop" "damage bonus HIDDEN" 2 } ItemAttributes { ItemName "Pretty Boy's Pocket Pistol" "provide on active" 1 "can headshot" 1 "damage bonus HIDDEN" 1.5 } ItemAttributes { ItemName "The Conscientious Objector" "damage bonus HIDDEN" 2.308 } // broad weapon changes using Classname ItemAttributes { Classname tf_weapon_scattergun "damage bonus HIDDEN" 3 } ItemAttributes // surprisingly many weapons use this { Classname tf_weapon_pistol "damage bonus HIDDEN" 1.5 } ItemAttributes // surprisingly many weapons use this { Classname tf_weapon_handgun_scout_secondary "damage bonus HIDDEN" 1.5 "can headshot" 1 } ItemAttributes // for medic only { ItemName "the black box" // "hidden primary max ammo bonus" 0.3 // test later but for now, redact this as well "fire rate bonus" 0.001 "projectile spread angle penalty" 2 "damage bonus HIDDEN" 2.5 "blast dmg to self increased" 0.25 "self dmg push force decreased" 0.15 } ItemAttributes // explosives do a lot to compensate for no headshots { Classname tf_weapon_rocketlauncher "damage bonus HIDDEN" 5 "blast dmg to self increased" 0.25 "self dmg push force decreased" 0.15 } ItemAttributes // surprisingly many weapons use this { Classname tf_weapon_shotgun "damage bonus HIDDEN" 3 } ItemAttributes // for medic only { ItemName "the nostromo napalmer" // "hidden primary max ammo bonus" 6.25 // originally needed due to limitations rafmod has now fixed "damage bonus HIDDEN" 2 } ItemAttributes // fire indeed hot! { Classname tf_weapon_flamethrower "damage bonus HIDDEN" 2 // "hidden primary max ammo bonus" 0.5 } ItemAttributes // super hot { Classname tf_weapon_rocketlauncher_fireball "damage bonus HIDDEN" 3 } ItemAttributes // explosives do a lot to compensate for no headshots { Classname tf_weapon_grenadelauncher "damage bonus HIDDEN" 4.5 "blast dmg to self increased" 0.25 "self dmg push force decreased" 0.15 } ItemAttributes // explosives do a lot to compensate for no headshots { Classname tf_weapon_pipebomblauncher "damage bonus HIDDEN" 4.5 "blast dmg to self increased" 0.25 "self dmg push force decreased" 0.15 } ItemAttributes // even minigun gets damage bonus { Classname tf_weapon_minigun "damage bonus HIDDEN" 1.5 // "aiming movespeed decreased" 0.0025 // doesn't work on pyro so lets not single out heavy } ItemAttributes // needs this to work { Classname tf_weapon_smg // guns are pretty batshit insane here "revolver use hit locations" 1 // "hidden secondary max ammo penalty" 4.5 // needed more ammo due to shotgun-classes also being able to roll this, obsolete due to later updates "damage bonus HIDDEN" 2 // smg can keep its damage nerfs } ItemAttributes { Classname tf_weapon_sniperrifle "damage bonus HIDDEN" 4 // I'M A BLOODY GOD, MATE } ItemAttributes { Classname tf_weapon_compound_bow "damage bonus HIDDEN" 2 } ItemAttributes // needs this to work { Classname tf_weapon_charged_smg "revolver use hit locations" 1 // "hidden secondary max ammo penalty" 4.5 "damage bonus HIDDEN" 2.2 } ItemAttributes { ItemName "The Boston Basher" "damage bonus HIDDEN" 4.29 "hit self on miss" -1 } ItemAttributes { ItemName "Three-Rune Blade" "damage bonus HIDDEN" 4.29 "hit self on miss" -1 } ItemAttributes // melee weapon buffs, mostly to boost everything to 150 dmg { Classname tf_weapon_bat "damage bonus HIDDEN" 4.29 // roughly 150 } ItemAttributes { Classname tf_weapon_bat_wood // sandman "damage bonus HIDDEN" 4.29 } ItemAttributes { Classname tf_weapon_bat_giftwrap // ass wrap "damage bonus HIDDEN" 4.29 } ItemAttributes { Classname tf_weapon_shovel "damage bonus HIDDEN" 2.308 // roughly 150 } ItemAttributes { Classname tf_weapon_fireaxe "damage bonus HIDDEN" 2.308 } ItemAttributes { Classname tf_weapon_bottle "damage bonus HIDDEN" 2.308 } ItemAttributes { Classname tf_weapon_fists "damage bonus HIDDEN" 2.308 } ItemAttributes { Classname tf_weapon_wrench "damage bonus HIDDEN" 2.308 } ItemAttributes { Classname tf_weapon_bonesaw "damage bonus HIDDEN" 2.308 } ItemAttributes { Classname tf_weapon_club "damage bonus HIDDEN" 2.308 } ItemAttributes { Classname tf_weapon_pda_engineer_build "engy sentry fire rate increased" 1.3 "engy sentry damage bonus" 1.2 } ItemAttributes { Classname tf_weapon_robot_arm "special item description" "Sentries cost 50 metal" "mod sentry cost" 0.5 "engy sentry fire rate increased" 1.1 "engy sentry damage bonus" 1.2 } ItemAttributes { Classname saxxy "damage bonus HIDDEN" 2.308 } ClassLimit //Limits the number of specified classes { Scout 2 Soldier 2 Pyro 2 Demoman 2 Heavyweapons 2 Engineer 2 Medic 2 Sniper 2 Spy 0 } PlayerAttributes { "crit mod disabled" 0 "min respawn time" 4444 // disable scout's quick respawn "move accuracy mult" 1.33 "duck accuracy mult" 0.5 "mult_patient_overheal_penalty_active" 0.5 "use original class weapon animations" 1 // test "health regen" 5 // that's right, WE'RE DOING IT?? Scout { "min respawn time" 4444 // disable scout's quick respawn "hidden maxhealth non buffed" -25 "move speed penalty" 0.7 "can headshot" 1 "no double jump" 1 } Soldier { "can headshot" 1 "hidden maxhealth non buffed" -100 "move speed penalty" 1.16 "custom view model" "models/weapons/c_models/c_soldier_arms_rocketless.mdl" } Pyro { "hidden maxhealth non buffed" -75 "can headshot" 1 "airblast cost scale hidden" 2 "move speed penalty" 0.93 } Demoman { "hidden maxhealth non buffed" -75 "can headshot" 1 } Heavyweapons { "hidden maxhealth non buffed" -200 "can headshot" 1 "move speed penalty" 1.217 } Engineer { "hidden maxhealth non buffed" -25 "building max level" 1 "mult teleporter recharge rate" 0.3 "bidirectional teleport" 1 "can headshot" 1 "move speed penalty" 0.93 // "hidden secondary max ammo penalty" 0.5 // wtf why do you have so much ammo // this now applies to EVERY secondary engie uses due to rafmod changes, comment it out } Medic { "can headshot" 1 "hidden maxhealth non buffed" -50 "move speed penalty" 0.875 "no primary ammo from dispensers while active" 1 "health regen" 0 // medic doesn't get the regen buff, they already have one } Sniper { "hidden maxhealth non buffed" -25 "can headshot" 1 "move speed penalty" 0.93 } Spy { "hidden maxhealth non buffed" -25 "can headshot" 1 "move speed penalty" 0.875 } } CustomWeapon { "Super Shank" { OriginalItemName "Prinny Machete" "damage bonus" 23.076 "melee cleave attack" 1 } "The B.M.M.H" { OriginalItemName TF_WEAPON_SHOTGUN_PRIMARY "custom item model" "models\weapons\c_models\c_bmmh\c_bmmh.mdl" "custom weapon fire sound" "=80|shadows/hubby_shoot.mp3" "provide on active" 1 "clip size penalty" 0.5 "damage bonus HIDDEN" 5 "explosive bullets" 116 "fire rate penalty" 1.25 "blast dmg to self increased" 0.1 // lower self damage? "spread penalty" 1.33 "self dmg push force decreased" 0 "can headshot" -1 "penetrate teammates" 1 } // "The Firearm" // { // OriginalItemName "TF_WEAPON_PISTOL" // use pt to toggle proper bodygroup? // "custom item model" "models\weapons\c_models\c_frearm\c_frearm.mdl" // "custom weapon fire sound" Weapon_WidowMaker.Single // "maxammo primary increased" 1.5 // "provide on active" 1 // "damage bonus HIDDEN" 5 // "mod max primary clip override" 30 // "fire rate bonus HIDDEN" 0.85 // "can headshot" 1 // } "Double Barrel" { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" // secondary weapon "custom item model" "models/weapons/c_models/c_shotfun/c_shotfun.mdl" "custom weapon fire sound" "Weapon_Scatter_Gun_Double.Single" "custom weapon reload sound" "Weapon_DoubleBarrel.TubeClose" "fire full clip at once" 1 "reload full clip at once" 1 "damage bonus HIDDEN" 3 "mod max primary clip override" 2 "reload time increased" 1.5 "custom kill icon" force_a_nature "weapon spread bonus" 1.2 "can headshot" 1 } "The Ray Gun" { OriginalItemName "The C.A.P.P.E.R" "damage bonus HIDDEN" 8 "explosive bullets" 116 "fire rate penalty" 1.5 "mod max primary clip override" 20 "blast dmg to self increased" 0.1 "self dmg push force decreased" 0 "can headshot" -1 "penetrate teammates" 1 } "Beam Rifle" { OriginalItemName TF_WEAPON_SHOTGUN_HWG "bullets per shot bonus" 0.5 "custom item model" "models/workshop/weapons/c_models/c_drg_pomson/c_drg_pomson.mdl" "custom weapon fire sound" "Weapon_ShootingStar.SingleCharged" "custom kill icon" pomson "sniper fires tracer" 1 "fire rate bonus HIDDEN" 1.6 "projectile penetration heavy" 2 "reload full clip at once" 1 "reload time increased" 1.65 "damage bonus HIDDEN" 13 "mod max primary clip override" 5 "ragdolls become ash" 1 "can headshot" -1 } "Tactigatling" { OriginalItemName TF_WEAPON_SHOTGUN_HWG "bullets per shot bonus" 1.25 "custom item model" "models\weapons\c_models\c_tgat\c_tgat.mdl" "fire rate bonus HIDDEN" 0.8 "reload time increased" 1 "damage bonus HIDDEN" 3 "mod max primary clip override" 9 "burst fire count" -3 "burst fire rate mult" 2.5 "weapon spread bonus" 0.5 "can headshot" 1 } "Das Maschinenpistole" { OriginalItemName TF_WEAPON_SYRINGEGUN_MEDIC "override projectile type" 1 // bullet "damage bonus HIDDEN" 4 "fire rate bonus HIDDEN" 1.1 "custom item model" "models\weapons\c_models\c_mp40\c_mp40.mdl" "custom weapon fire sound" Weapon_SMG.Single // maybe this won't be fucking loud!! "custom kill icon" smg "mod max primary clip override" 15 "hidden primary max ammo bonus" 0.6 "health drain medic" -3 "can headshot" 1 } "The Punch Packer" // beggars scattergun { OriginalItemName "TF_WEAPON_SCATTERGUN" "custom item model" "models\weapons\c_models\c_packer.mdl" "reload time increased hidden" 0.75 "panic_attack" 1 "damage bonus HIDDEN" 2.5 "fire rate bonus HIDDEN" 0.5 "mod max primary clip override" 4 "auto fires full clip" 1 "mult_spread_scales_consecutive" 1 } "Primary SMG" { OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "custom item model" "models/weapons/c_models/c_smg/c_smg.mdl" "custom weapon reload sound" "Weapon_Revolver.WorldReload" "custom weapon fire sound" Weapon_SMG.Single "override projectile type" 1 "custom kill icon" smg // "fire rate bonus HIDDEN" 0.25 "reload time increased" 1.25 "weapon spread bonus" 0 "mod max primary clip override" 25 "hidden primary max ammo bonus" 0.5 "damage bonus HIDDEN" 2 // single pellet only, so needs a bit more damage } "BRAINS" { OriginalItemName "Necro Smasher" "damage bonus HIDDEN" 0.77 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "custom kill icon" unarmed_combat } // uberweapons // generic "Thunder Gun" // box only { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "custom item model" "models\weapons\c_models\c_drg_phlogistinator\c_drg_phlogistinator.mdl" "custom weapon fire sound" "=80|shadows/thundergun_fire.mp3" "special item description" "Fires a lethal charge of electricity" "attach particle effect" 3045 "fire rate bonus HIDDEN" 2.5 "reload time increased" -1 "max bullet range" 12 "maxammo secondary reduced" 0.2 "custom kill icon" phlogistinator "clip size penalty" 0.35 "can headshot" -1 } "Zeus Cannon" // box only { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "custom item model" "models\weapons\c_models\c_drg_phlogistinator\c_drg_phlogistinator.mdl" "custom weapon fire sound" "=80|shadows/thundergun_fire.mp3" "special item description" "Fires a lethal charge of electricity" "attach particle effect" 3045 "fire rate bonus HIDDEN" 2.3 "reload time increased" -1 "max bullet range" 12 "maxammo secondary reduced" 0.4 "custom kill icon" phlogistinator "clip size penalty" 0.66 "cannot be upgraded" 1 "can headshot" -1 } "Great Gatsby" // pistol { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "damage bonus" 3 "maxammo secondary increased" 2.5 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "Frammilizer" // beam rifle { OriginalItemName TF_WEAPON_SHOTGUN_HWG "bullets per shot bonus" 0.5 "custom item model" "models/workshop/weapons/c_models/c_drg_pomson/c_drg_pomson.mdl" "custom weapon fire sound" "Weapon_ShootingStar.SingleCharged" "custom kill icon" pomson "sniper fires tracer" 1 "fire rate bonus HIDDEN" 1.3 "projectile penetration heavy" 4 "reload full clip at once" 1 "reload time increased" 1.3 "damage bonus" 14 "mod max primary clip override" 10 "ragdolls become ash" 1 "can headshot" -1 "cannot be upgraded" 1 } "Soviet Slammer" // tgat { OriginalItemName TF_WEAPON_SHOTGUN_HWG "bullets per shot bonus" 1.25 "custom item model" "models\weapons\c_models\c_tgat\c_tgat.mdl" "fire rate bonus" 0.5 "faster reload rate" 0.6 "damage bonus" 4 "mod max primary clip override" 18 "burst fire count" -6 "burst fire rate mult" 2 "maxammo secondary increased" 2 "weapon spread bonus" 0.5 "can headshot" 1 "cannot be upgraded" 1 } "The Pinch Hitter" // Shortstop { OriginalItemName "The Shortstop" "damage bonus" 3 "mod max primary clip override" 12 "maxammo primary increased" 4 "fire rate bonus" 0.5 "faster reload rate" 0.6 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "The Gut Wrecker" // double barrel { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" // secondary weapon "custom item model" "models/weapons/c_models/c_shotfun/c_shotfun.mdl" "custom weapon fire sound" "Weapon_Scatter_Gun_Double.Single" "custom weapon reload sound" "Weapon_DoubleBarrel.TubeClose" "fire full clip at once" 1 "reload full clip at once" 1 "damage bonus" 4 "bullets per shot bonus" 2 "fire rate bonus" 0.8 "mod max primary clip override" 2 "maxammo secondary increased" 1.5 "reload time increased" 1.5 "custom kill icon" force_a_nature "weapon spread bonus" 1.2 "can headshot" 1 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } // scout "Boston Handshake" // scattergun { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 4 "bullets per shot bonus" 2 "fire rate bonus" 0.6 "faster reload rate" 0.75 "maxammo primary increased" 2 "cannot be upgraded" 1 } "Super Shotgun" // Fan/Soda { OriginalItemName "The Force-a-Nature" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 4 "bullets per shot bonus" 1.5 "fire rate bonus" 0.8 "faster reload rate" 0.8 "fire full clip at once" 1 "maxammo primary increased" 2 "cannot be upgraded" 1 } // soldier "Earth Shaker" // rocket { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 "damage bonus" 6 "fire rate bonus" 0.6 "faster reload rate" -0.8 "maxammo primary increased" 3 "blast dmg to self increased" 0.25 "self dmg push force decreased" 0 "custom weapon fire sound" MVM.GiantSoldierRocketShoot // "custom impact sound" MVM.GiantSoldierRocketExplode } "Mule Kick" // shotgun { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 4 "bullets per shot bonus" 2 "fire rate bonus" 1.3 "faster reload rate" 0.75 "damage causes airblast" 1 "maxammo secondary increased" 2.5 "cannot be upgraded" 1 } // pyro "Inferno Cannon" // DF { OriginalItemName "The Dragon's Fury" "attach particle effect" 2 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 4 "damage bonus vs burning" 3 // apparently functions just like damage bonus, the check is goofy "mult_item_meter_charge_rate" 0.8 "maxammo primary increased" 2.5 "cannot be upgraded" 1 } "Face Melter" // flamethrower { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 3 "dmg penalty vs players" 3 "maxammo primary increased" 4 "cannot be upgraded" 1 } "Burning Love" // shotgun { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" // normal one is engineer-only but THIS ONE is multiclass???? "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 3 "dmg penalty vs players" 2 "bullets per shot bonus" 1.5 "fire rate bonus" 0.9 "faster reload rate" 0.75 "maxammo secondary increased" 2.5 "Set DamageType Ignite" 1 "damage bonus vs burning" 3 "cannot be upgraded" 1 } // demo "The Fat Boy" // grenadelauncher { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "clip size penalty" 0.2 "grenade explode on impact" 1 "damage bonus" 13 "fire rate bonus" 2.5 "dmg falloff decreased" 0.5 "maxammo primary reduced" 0.7 "explosion particle" hightower_explosion "custom projectile model" "models\weapons\w_models\w_atomball_blu.mdl" // nice "custom impact sound" "misc/doomsday_missile_explosion.wav" "penetrate teammates" 1 "Blast radius increased" 2 "self dmg push force decreased" 0.15 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "The Cactus Blast" // stickies { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "damage bonus" 5.5 "maxammo secondary increased" 3 "Blast radius increased" 1.5 "fire rate bonus" 0.15 "stickybomb stick to enemies" 1 "penetrate teammates" 1 "projectile spread angle penalty" 5 "self dmg push force decreased" 0.15 "faster reload rate" 0.65 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } // heavy "Death Machine" // minigun { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus" 1.5 "bullets per shot bonus" 2 "maxammo primary increased" 2.5 "paintkit_proto_def_index" 296 // "aiming movespeed decreased" 0.0025 // does not work on pyro, apparently this is heavy-only "penetrate teammates" 1 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "Big Boris" // shotgun, renamed because funny { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "provide on active" 1 "fire rate bonus" 2 "bullets per shot bonus" 10 "paintkit_proto_def_index" 296 "maxammo secondary increased" 2 "penetrate teammates" 1 "damage bonus" 3 "reload full clip at once" 1 "set_item_texture_wear" 0 "hand scale" 1.5 "cannot be upgraded" 1 } // engineer "Dell-OROM's Lament" // shotgun { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl" "special item description" "Cannot headshot" "override projectile type" 1 "sniper fires tracer" 1 "damage bonus" 6 "bullets per shot bonus" 3 "penetrate teammates" 1 "projectile penetration heavy" 1 "fire rate bonus" 2 "faster reload rate" -1 "can headshot" -1 "cannot be upgraded" 1 "ragdolls plasma effect" 1 "custom weapon fire sound" "=80|weapons/cow_mangler_explosion_charge_04.wav" } // medic "DNA Rejuvenator" // whatever medic melee. used to be primary { OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "special item description" "Invasively resurrects a Zombie" "special item description 2" "Target dies after 5 seconds" "damage penalty" 0.1 "custom item model" "models/workshop/weapons/c_models/c_uberneedle/c_uberneedle.mdl" "fire input on hit" "popscript^$rejuvenatorHit^" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 "special damage type" 1 } "Durchbohren" // crossbow? { OriginalItemName "The Crusader's Crossbow" "damage bonus" 6 "special item description" "Piercing enemies grants extra damage" "clip size upgrade atomic" 5 "projectile penetration" 1 "fire rate bonus" 0.2 "penetration damage penalty" 1.5 "custom item model" "models/workshop/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow_xmas.mdl" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 "reload full clip at once" 1 } // sniper "The Love Tap" // sniper rifle { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "damage bonus" 8 "projectile penetration heavy" 2 "headshot damage increase" 3 "maxammo primary increased" 3 "SRifle Charge rate increased" 3 "penetrate teammates" 1 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "The Bristleback" // compound bow { OriginalItemName "The Huntsman" "dmg penalty vs players" 8 "arrow mastery" 3 "maxammo primary increased" 3 // "projectile penetration" 1 // oops the arrow does the fucky wucky "penetrate teammates" 1 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } // spy } ExtraLoadoutItems // in here so the dumpster can call them into your pockets { AllowEquipOutsideSpawn 1 // needs this to work since bauernhof has no spawn Scout { Primary { Item TF_WEAPON_SCATTERGUN Hidden 1 // no you can't actually get the gun } Primary { Item "The Force-a-Nature" Hidden 1 } Primary { Item "The Shortstop" Hidden 1 } Primary { Item "The Punch Packer" Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Secondary { Item TF_WEAPON_PIPEBOMBLAUNCHER Hidden 1 } Melee { Item "Super Shank" Hidden 1 } } Soldier { Secondary { Item "Double Barrel" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Primary { Item TF_WEAPON_ROCKETLAUNCHER Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Secondary { Item "Tactigatling" Hidden 1 } Secondary { Item "Beam Rifle" Hidden 1 } Secondary { Item "The Cleaner's Carbine" Hidden 1 } Secondary { Item "Thunder Gun" Hidden 1 } Melee { Item "Super Shank" Hidden 1 } } Pyro { Primary { Item TF_WEAPON_FLAMETHROWER Hidden 1 } Secondary { Item "Double Barrel" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Primary { Item "The Dragon's Fury" Hidden 1 } Primary { Item TF_WEAPON_MINIGUN Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Secondary { Item "Tactigatling" Hidden 1 } Secondary { Item "Thunder Gun" Hidden 1 } Melee { Item "Super Shank" Hidden 1 } } Demoman { Secondary { Item TF_WEAPON_SHOTGUN_PYRO Hidden 1 } Secondary { Item "Double Barrel" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Secondary { Item TF_WEAPON_PIPEBOMBLAUNCHER Hidden 1 } Secondary { Item "Tactigatling" Hidden 1 } Secondary { Item "Beam Rifle" Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Melee { Item "Super Shank" Hidden 1 } } Heavyweapons { Secondary { Item "Double Barrel" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Primary { Item TF_WEAPON_FLAMETHROWER Hidden 1 } Primary { Item TF_WEAPON_MINIGUN Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Secondary { Item "Beam Rifle" Hidden 1 } Secondary { Item "Tactigatling" Hidden 1 } Secondary { Item "Thunder Gun" Hidden 1 } Melee { Item "Super Shank" Hidden 1 } } Engineer { Primary { Item "The B.M.M.H" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Primary { Item TF_WEAPON_SHOTGUN_PRIMARY Hidden 1 } Primary { Item TF_WEAPON_SCATTERGUN Hidden 1 } Primary { Item "The Nostromo Napalmer" Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Primary { Item "The Punch Packer" Hidden 1 } Melee { Item "Super Shank" Hidden 1 } } Medic { Primary { Item TF_WEAPON_SCATTERGUN Hidden 1 } Primary { Item TF_WEAPON_FLAMETHROWER Hidden 1 } Primary { Item "The Punch Packer" Hidden 1 } Primary { Item "Primary SMG" Hidden 1 } Primary { Item "The Crusader's Crossbow" Hidden 1 } Primary { Item "The Black Box" Hidden 1 } Primary { Item "Das Maschinenpistole" Hidden 1 } Melee { Item "Super Shank" Hidden 1 } } Sniper { Secondary { Item TF_WEAPON_SHOTGUN_PYRO Hidden 1 } Primary { Item TF_WEAPON_SCATTERGUN Hidden 1 } Secondary { Item "Double Barrel" Hidden 1 } Primary { Item TF_WEAPON_PIPEBOMBLAUNCHER Hidden 1 } Primary { Item "The Crusader's Crossbow" Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Secondary { Item "Beam Rifle" Hidden 1 } Secondary { Item "The Punch Packer" Hidden 1 } Secondary { Item "The Cleaner's Carbine" Hidden 1 } Melee { Item "Super Shank" Hidden 1 } } } ExtendedUpgrades { MaxUpgradesTier { 1 999 2 999 } MinUpgradesTier { 1 2 2 5 } // gun upgrades WU_Clipsize { Name "+25% clip size" Attribute "clip size bonus upgrade" Increment 0.25 Cap 2 Cost 400 Tier 1 AllowedWeapons { Slot Primary Slot Secondary Classname tf_weapon_revolver // you special child, you } DisallowedWeapons { Classname tf_weapon_grenadelauncher Classname tf_weapon_pipebomblauncher Classname tf_weapon_rocketlauncher Classname tf_weapon_minigun Classname tf_weapon_flamethrower Classname tf_weapon_rocketlauncher_fireball Classname tf_weapon_flaregun Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_sniperrifle Classname tf_weapon_sniperrifle_classic Classname tf_weapon_sniperrifle_decap Classname tf_weapon_compound_bow Classname tf_weapon_mechanical_arm Classname tf_weapon_medigun Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_wearable_demoshield Classname tf_weapon_crossbow ItemName "The B.A.S.E. Jumper" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" } } WU_Clipsize_Soldemo { Name "+1 clip size" Attribute "clip size upgrade atomic" Increment 1 Cap 4 Cost 500 Tier 1 AllowPlayerClass Soldier AllowPlayerClass Demoman AllowedWeapons { Classname tf_weapon_grenadelauncher Classname tf_weapon_pipebomblauncher Classname tf_weapon_rocketlauncher } } WU_Firerate { Name "+15% fire rate" // changed due to rounding error with +10% Attribute "fire rate bonus" Increment -0.15 Cap 0.55 Cost 200 Tier 1 AllowedWeapons { Slot Primary Slot Secondary Classname tf_weapon_revolver } DisallowedWeapons { Classname tf_weapon_flamethrower Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_mechanical_arm Classname tf_weapon_medigun Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_parachute Classname tf_wearable_demoshield Classname tf_weapon_rocketlauncher_fireball ItemName "The B.A.S.E. Jumper" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName Tactigatling } } WU_FirerateTgat { Name "+15% fire rate" Attribute "fire rate bonus" Increment -0.15 Cap 0.55 Cost 200 Tier 1 AllowedWeapons { ItemName "Tactigatling" } } WU_AmmoPrim { Name "+50% max ammo" Attribute "maxammo primary increased" Increment 0.5 Cap 2 Cost 250 Tier 1 AllowedWeapons { Slot Primary } DisallowedWeapons { Classname weapon_demoman_boots ItemName "The B.A.S.E. Jumper" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "Thunder Gun" } } WU_AmmoSecond { Name "+50% max ammo" Attribute "maxammo secondary increased" Increment 0.5 Cap 2 Cost 250 Tier 1 AllowedWeapons { Slot Secondary } DisallowedWeapons { Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_mechanical_arm Classname tf_weapon_medigun Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_wearable_demoshield ItemName "The B.A.S.E. Jumper" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" } } WU_Revspeed { Name "+10% faster while deployed" Attribute "aiming movespeed decreased" Increment 0.1 Cap 1.5 Cost 250 Tier 1 AllowedWeapons { Classname tf_weapon_minigun } } WU_Reloadspeed { Name "+10% faster reload" Attribute "faster reload rate" Increment -0.1 Cap 0.7 Cost 250 Tier 1 AllowedWeapons { Slot Primary Slot Secondary Classname tf_weapon_revolver } DisallowedWeapons { Classname tf_weapon_flamethrower Classname tf_weapon_minigun Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_mechanical_arm Classname tf_weapon_medigun Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_wearable_demoshield Classname tf_weapon_rocketlauncher_fireball ItemName "The B.A.S.E. Jumper" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" } } WU_MedicRange { Name "+20% medigun range" Attribute "mult medigun range" Increment 0.2 Cap 2 Cost 150 Tier 1 AllowedWeapons { Classname tf_weapon_medigun } } WU_MedicUber { Name "+20% über charge rate" Attribute "ubercharge rate bonus" Increment 0.2 Cap 2 Cost 300 Tier 1 AllowedWeapons { Classname tf_weapon_medigun } } WU_ArrowMaster { Name "+2 arrows per shot" Attribute "arrow mastery" Increment 1 Cap 2 Cost 400 Tier 1 AllowedWeapons { Classname tf_weapon_compound_bow } } WU_MeleeCleave { Name "Melee cleave attack" Attribute "melee cleave attack" Increment 1 Cap 1 Cost 500 Tier 1 AllowedWeapons { Slot Melee } } WU_MeleeDmg { Name "+100% melee damage" Attribute "damage bonus" Increment 1 Cap 5 Cost 400 Tier 1 AllowedWeapons { Slot Melee } // DisallowedWeapons // { // Classname tf_weapon_bat_giftwrap // Name "The Tribalman's Shiv" // } } // WU_MeleeHoK // { // Name "+10% lifesteal" // Attribute "damage returns as health" // Increment 0.1 // Cap 0.5 // Cost 200 // Tier 1 // AllowedWeapons // { // Slot Melee // } // } WU_FlamerAirblast { Name "+25% airblast strength" Attribute "airblast pushback scale" Increment 0.25 Cap 1.5 Cost 200 Tier 1 AllowedWeapons { Classname tf_weapon_flamethrower } DisallowedWeapons { ItemName "The Phlogistinator" } } WU_FlamerABDmg { Name "+25% afterburn damage bonus" Attribute "weapon burn dmg increased" Increment 0.25 Cap 2 Cost 200 Tier 1 AllowedWeapons { Classname tf_weapon_flamethrower } } WU_EngieBuildingHP { Name "+100% building health" Attribute "engy building health bonus" Increment 1 Cap 5 Cost 1500 Tier 1 AllowPlayerClass Engineer AllowedWeapons { Classname tf_weapon_pda_engineer_build } } WU_EngieBuildSpeed { Name "+20% construction rate" Attribute "Construction rate increased" Increment 0.2 Cap 2 Cost 200 Tier 1 AllowPlayerClass Engineer AllowedWeapons { Slot Melee } } // WU_EngieSentryAmmo // isn't removed properly when refunding // { // Name "+100% Sentry Ammo" // Attribute "mvm sentry ammo" // Increment 1 // Cap 3 // Cost 1500 // Tier 1 // AllowPlayerClass Engineer // AllowedWeapons // { // Classname tf_weapon_pda_engineer_build // } // } WU_EngieDispenserRange { Name "+100% dispenser range" Attribute "engy dispenser radius increased" Increment 1 Cap 11 Cost 100 Tier 1 AllowPlayerClass Engineer AllowedWeapons { Classname tf_weapon_pda_engineer_build } } WU_EngieDispenserHeal { Name "+10% dispenser health/ammo regen" Attribute "mult dispenser rate" Increment 0.1 Cap 1.2 Cost 2000 Tier 1 AllowPlayerClass Engineer AllowedWeapons { Classname tf_weapon_pda_engineer_build } } WU_SniperCharge { Name "+25% charge rate" Attribute "SRifle Charge rate increased" Increment 0.25 Cap 2 Cost 100 Tier 1 AllowedWeapons { Classname tf_weapon_sniperrifle Classname tf_weapon_sniperrifle_classic Classname tf_weapon_sniperrifle_decap } } WU_SniperDmgBonus { Name "+25% headshot damage" Attribute "headshot damage increase" Increment 0.25 Cap 2 Cost 400 Tier 1 AllowedWeapons { Classname tf_weapon_sniperrifle Classname tf_weapon_sniperrifle_classic Classname tf_weapon_sniperrifle_decap // Classname tf_weapon_compound_bow ItemName "Secondary Revolver" ItemName "Primary Revolver" ItemName "Primary Ambassador" ItemName "Big Iron" } } WU_MedicMilkbolt { Name "Secondary fire: Milk Bolt" Attribute "fires milk bolt" Increment 5 Cap 5 Cost 200 Tier 1 AllowedWeapons { Classname tf_weapon_crossbow } } WU_MedicClipsize_Crossbow { Name "+1 clip size" Attribute "clip size upgrade atomic" Increment 1 Cap 4 Cost 200 Tier 1 AllowedWeapons { Classname tf_weapon_crossbow } } // WU_ImpactBlast // { // Name "Grenades explode on impact" // Attribute "grenade explode on impact" // Increment 1 // Cap 1 // Cost 500 // Tier 1 // AllowedWeapons // { // Classname tf_weapon_grenadelauncher // } // } WU_PaP_T3_Generic // for guns that don't support skins save for DF { Name "+100% Damage bonus" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { Slot Primary Slot Secondary } DisallowedWeapons // ban weapons with 'unique' versions { ItemName TF_WEAPON_MINIGUN ItemName TF_WEAPON_MEDIGUN // can't be upgraded all the way ItemName TF_WEAPON_SHOTGUN_PRIMARY ItemName TF_WEAPON_SHOTGUN_HWG ItemName TF_WEAPON_SHOTGUN_PYRO ItemName TF_WEAPON_SHOTGUN_SOLDIER ItemName TF_WEAPON_GRENADELAUNCHER ItemName TF_WEAPON_SCATTERGUN ItemName TF_WEAPON_ROCKETLAUNCHER ItemName TF_WEAPON_FLAMETHROWER ItemName TF_WEAPON_PIPEBOMBLAUNCHER ItemName TF_WEAPON_PISTOL ItemName TF_WEAPON_SNIPERRIFLE // Classname tf_weapon_syringegun_medic Classname tf_weapon_bat_giftwrap Classname tf_weapon_sniperrifle Classname tf_weapon_medigun Classname tf_weapon_compound_bow ItemName "The Flying Guillotine" ItemName "The Gas Passer" // can't be upgraded all the way ItemName "The Dragon's Fury" ItemName "Double Barrel" ItemName "Primary Revolver" ItemName "Secondary Revolver" ItemName "Primary Ambassador" ItemName "The Shortstop" ItemName "The Crusader's Crossbow" ItemName "The Force-a-Nature" ItemName "Thunder Gun" ItemName "Tactigatling" ItemName "Das Maschinenpistole" // has its own for some reason but lets just accept it } OnApply { Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Generic_SMG // for medic SMG { Name "+100% Damage bonus" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName "Primary SMG" ItemName "Das Maschinenpistole" } } WU_PaP_T3_Tgun { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName "Thunder Gun" } OnApply { Output "!activator,$giveitem,Zeus Cannon,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Pistol { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName TF_WEAPON_PISTOL } OnApply { Output "!activator,$giveitem,Great Gatsby,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_DBarrel { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName "Double Barrel" } OnApply { Output "!activator,$giveitem,The Gut Wrecker,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_BRifle { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName "Beam Rifle" } OnApply { Output "!activator,$giveitem,Frammilizer,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_BRifle { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName "Tactigatling" } OnApply { Output "!activator,$giveitem,Soviet Slammer,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Scatter { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName TF_WEAPON_SCATTERGUN } OnApply { Output "!activator,$giveitem,Boston Handshake,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_FaN { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName "The Force-a-Nature" } OnApply { Output "!activator,$giveitem,Super Shotgun,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Shorty { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName "The Shortstop" } OnApply { Output "!activator,$giveitem,The Pinch Hitter,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Rocket { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName TF_WEAPON_ROCKETLAUNCHER } OnApply { Output "!activator,$giveitem,Earth Shaker,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_ShotgunSold { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName TF_WEAPON_SHOTGUN_SOLDIER } OnApply { Output "!activator,$giveitem,Mule Kick,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Flamer { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName TF_WEAPON_FLAMETHROWER } OnApply { Output "!activator,$giveitem,Face Melter,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_DF { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName "The Dragon's Fury" } OnApply { Output "!activator,$giveitem,Inferno Cannon,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_ShotgunPyro { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName TF_WEAPON_SHOTGUN_PYRO } OnApply { Output "!activator,$giveitem,Burning Love,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Grenadelauncher { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName TF_WEAPON_GRENADELAUNCHER } OnApply { Output "!activator,$giveitem,The Fat Boy,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Stickies { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName TF_WEAPON_PIPEBOMBLAUNCHER } OnApply { Output "!activator,$giveitem,The Cactus Blast,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Minigun { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName TF_WEAPON_MINIGUN } OnApply { Output "!activator,$giveitem,Death Machine,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_ShotgunHeavy { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName TF_WEAPON_SHOTGUN_HWG } OnApply { Output "!activator,$giveitem,Big Boris,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_EngieShotgun { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName TF_WEAPON_SHOTGUN_PRIMARY } OnApply { Output "!activator,$giveitem,Dell-OROM's Lament,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } // WU_PaP_T3_Syringegun // obsolete, rejuvenator is not a primary anymore // { // Name "Überweapon Upgrade" // Attribute "dmg penalty vs players" // Increment 1 // Cap 2 // Cost 5000 // Tier 2 // AllowedWeapons // { // Classname tf_weapon_syringegun_medic // } // DisallowedWeapons // { // ItemName "Primary SMG" // ItemName "Das Maschinenpistole" // } // OnApply // { // Output "!activator,$giveitem,DNA Rejuvenator,0" // Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" // } // } WU_PaP_T3_Crossbow { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" // can't even use this but ehhhhhh } OnApply { Output "!activator,$giveitem,Durchbohren,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Sniper { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { Classname tf_weapon_sniperrifle } OnApply { Output "!activator,$giveitem,The Love Tap,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Bow { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { Classname tf_weapon_compound_bow } OnApply { Output "!activator,$giveitem,The Bristleback,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Revolvers { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName "Primary Revolver" ItemName "Secondary Revolver" } OnApply { Output "!activator,$giveitem,Sally,0" Output "!activator,$giveitem,Mustang,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Amby { Name "Überweapon Upgrade" Attribute "dmg penalty vs players" Increment 1 Cap 2 Cost 5000 Tier 2 AllowedWeapons { ItemName "Primary Ambassador" } OnApply { Output "!activator,$giveitem,Kingpin,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } } ExtraSpawnPoint { Name "spawn_demo" StartDisabled 1 TeamNum 2 X "-413" Y "2282" Z "42" } ExtraSpawnPoint { Name "spawnbot_tank" StartDisabled 0 TeamNum 3 X "-8192" Y "0" Z "-60" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "2379" Y "675" Z "52" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "1867" Y "1168" Z "52" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "2400" Y "-192" Z "52" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "2124" Y "-771" Z "52" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "646" Y "-1960" Z "52" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-1483" Y "-3004" Z "164" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "392" Y "-3818" Z "191" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "1399" Y "-3192" Z "113" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-3006" Y "-1472" Z "48" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-3373" Y "-107" Z "44" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-3200" Y "1153" Z "44" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-1665" Y "2538" Z "84" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-938" Y "2877" Z "72" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "45" Y "3057" Z "115" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "1148" Y "2960" Z "116" } PointTemplates { corelogic // this shit also needs to be here so things work properly { NoFixup 1 logic_auto { "targetname" "mainrelay" "OnMapSpawn" "wave_finished_relay,Kill,,0,-1" // this relay is causing all kinds of shit!!! "OnMapSpawn" "door_red_large_win_*,Open,,0,-1" "OnMapSpawn" "trigger_multiple,Kill,,0,-1" "OnMapSpawn" "trigger_push,Kill,,0,-1" "OnMapSpawn" "ufo_*,Kill,,0,-1" "OnMapSpawn" "trigger_catapult,Kill,,0,-1" "OnMapSpawn" "red_respawnroom1,Kill,,0,-1" "OnMapSpawn" "bombpath_arrows_*,Kill,,0,-1" "OnMapSpawn" "m0*,Kill,,0,-1" "OnMapSpawn" "m10,Kill,,0,-1" "OnMapSpawn" "@bb144 -584 0 472 384 160@func_respawnroomvisualizer,Kill,,0,-1" "OnMapSpawn" "relay_attributes,Kill,,0,-1" "OnMapSpawn" "relay_invisible,Kill,,0,-1" "OnMapSpawn" "player,$RemoveOutput,effects,1,-1" "OnMapSpawn" "player,$RemoveOutput,effects,2,-1" "OnMapSpawn" "player,$RemoveOutput,renderfx,0,-1" // trying to undo shadows shit again "OnMapSpawn" "merasmus_*,Kill,,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger gameover:Enable:0:-1" "OnMapSpawn" "realtimer,trigger,,0,-1" "OnMapSpawn" "ee_bool,disable,,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger respawn_relay:Trigger:0:-1" // for those people who commit suicide during wave pause "OnMapSpawn" "fog_controller,AddOutput,spawnflags 1:0:-1" "OnMapSpawn" "fog_controller,AddOutput,farz -1:0:-1" "OnMapSpawn" "player,$ResetExtraItems,,0,-1" "OnMapSpawn" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,Bauernhof Der Toten,0,-1" // "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger door_red_large_win_*:Open:0:-1" // less resource demanding to just lock people in spawn until game start "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger LMA:Enable:0:-1" "OnMapSpawn" "func_flagdetectionzone,AddOutput,alarm 0" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger DUMMY_*:Kill:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger tutorial_relay2:Disable:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger hints_*:Kill:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger tutorial_*:Kill:0:-1" // "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger hologram_nuke_hurt:Disable:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger dumpster_hint:Show:2:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers:1:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers:2:-1" } tf_point_nav_interface { targetname navman } func_button { origin "2168 40 13604" mins "-12 -10 -6" maxs "24 10 6" rendermode 10 movedir "0 180 0" spawnflags 513 damagefilter filter_redteam speed 5 wait 20 sounds 3 targetname revive_button OnPressed "popscript,$revivelogic,!activator,0,-1" } game_forcerespawn { targetname respawner } logic_relay // only for testing, never really use this { targetname respawn_relay "OnTrigger" "respawner,ForceTeamRespawn,2,0,-1" } trigger_hurt { damage 4500 spawnflags 1 mins "-9999 -9999 -9999" maxs "9999 9999 9999" startdisabled 1 targetname hologram_nuke_hurt filtername filter_notred origin "0 0 0" } filter_activator_tfteam { targetname filter_notred teamnum 2 negated 1 // anyone who isnt red passes } logic_relay // clear money logic as a failsafe against stacking { targetname wave_output_clear OnTrigger "player,$RemoveOutput,$OnDamageReceived,0,-1" OnTrigger "player,$RemoveOutput,$OnDeath,0,-1" OnTrigger "fog_controller,SetStartDist,600,,-1" OnTrigger "fog_controller,SetEndDist,4000,,-1" OnTrigger "fog_controller,SetColor,0 0 0,,-1" OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveCount,0,,-1" // go back to zero when map resets } math_counter { "targetname" "roundscleared" "startvalue" 0 "outValue" "survivalcheck,SetValueCompare,,0,-1" // "outValue" "player,$DisplayTextChat,,0,-1" } logic_compare { "targetname" "survivalcheck" "initialValue" 0 "CompareValue" 4 // get a bonus four times for that 'start getting OP' money "OnEqualTo" "player,$AddCurrency,1500,,-1" "OnEqualTo" "player,$DisplayTextCenter,You've received a 1500 Survival Bonus!,,-1" "OnEqualTo" "roundscleared,SetValue,0,,-1" "OnEqualTo" "survivalcheck,SetValue,0,,-1" } prop_dynamic // easter egg demo { model "models/player/demo.mdl" disableshadows 1 solid 0 targetname ee_demo defaultanim crouch_LOSER origin "-428 2300 -2" angles "0 315 0" } prop_dynamic_ornament { targetname ee_bool spawnflags 256 model models\weapons\c_models\c_bottle\c_bottle.mdl disableshadows 1 startdisabled 1 origin "-428 2300 -2" lightingorigin ee_demo InitialOwner ee_demo } prop_dynamic_ornament { targetname ee_shiv spawnflags 256 model models/workshop_partner/weapons/c_models/c_prinny_knife/c_prinny_knife.mdl disableshadows 1 startdisabled 0 origin "-428 2300 -2" lightingorigin ee_demo InitialOwner ee_demo } func_flagdetectionzone { startdisabled 0 targetname ee_detector mins "-5 -5 -24" maxs "5 5 24" origin "-413 2282 22" OnStartTouchFlag "ee_beerflag,ForceResetAndDisableSilent,,-1" OnStartTouchFlag "ee_beerflag,Kill,,1,-1" OnStartTouchFlag "ee_demo,SetAnimation,taunt03,0,-1" OnStartTouchFlag "ee_bool,Enable,,0,-1" OnStartTouchFlag "ee_shiv,Disable,,0,-1" OnStartTouchFlag "ee_bool,Kill,,4,-1" OnStartTouchFlag "ee_shiv,Enable,,4,-1" OnStartTouchFlag "ee_demo,SetAnimation,taunt04,4,-1" OnStartTouchFlag "!activator,$PlaySoundToSelf,items/gunpickup2.wav,6.5,-1" // OnStartTouchFlag "!activator,$GiveItem,Super Shank,6.5,-1" OnStartTouchFlag "popscript,$GiveSuperShank,!activator,6.5,-1" OnStartTouchFlag "!activator,$DisplayTextChat,Tavish has given you his Super Shank!,6.5,-1" OnStartTouchFlag "ee_shiv,Kill,,7,-1" OnStartTouchFlag "ee_demo,SetAnimation,taunt_woohoo,7,-1" OnStartTouchFlag "ee_demo,Kill,,8,-1" } item_teamflag { targetname ee_beerflag startdisabled 1 // gametype 1 flag_model models/player/items/taunts/beer_crate/beer_crate.mdl origin "2029 333 101" returntime 60000 // teamnum 3 OnPickup "!self,setteam,3,,-1" OnDrop "!self,ForceResetAndDisableSilent,,-1" OnDrop "!self,Kill,,1,-1" } } Spawn_things { NoFixup 1 prop_dynamic // spawnroom { model "models/props/mvm_shadows/spawnroom.mdl" disableshadows 1 solid 6 // come on propper origin "320 -32 32" angles "0 270 0" } prop_dynamic { model "models/props_gameplay/door_grate003_bottom.mdl" disableshadows 1 solid 6 origin "133 0 -6" angles "90 0 0" } prop_dynamic { model "models/props_gameplay/door_grate003_bottom.mdl" disableshadows 1 solid 6 origin "59 0 -6" angles "90 180 0" } prop_dynamic { model "models/props_viaduct_event/fog_plane03.mdl" disableshadows 1 solid 0 modelscale 2 rendercolor "103 103 103" origin "-838 -2608 1634" angles "0 0 -180" } prop_dynamic { model "models/props_viaduct_event/fog_plane03.mdl" disableshadows 1 solid 0 modelscale 2 rendercolor "103 103 103" origin "-854 2690 1634" angles "0 0 -180" } func_forcefield // spawn ceiling { StartDisabled 0 TeamNum 3 mins "-240 -608 -8" maxs "240 608 8" origin "256 16 768" } // func_regenerate // { // StartDisabled 0 // teamnum 2 // targetname spawn_sup // associatedmodel cap_hatch_destroy_delete_prop // avoid errors // mins "-289 -448 -96" // maxs "289 448 96" // origin "256 -96 96" // // OnStartTouchAll "!activator,$RefillAmmo,,-1" // } // prop_dynamic // { // model "models/props_gameplay/resupply_locker.mdl" // disableshadows 1 // solid 6 // origin "478 -188 0" // angles "0 180 0" // targetname resupply // } trigger_teleport { StartDisabled 1 filtername filter_redteam spawnflags 1 target warp_target targetname red_spawn_warp mins "-232 -448 -16" maxs "232 448 3000" origin "264 -96 0" } func_forcefield { StartDisabled 0 TeamNum 3 mins "-240 -192 -284" maxs "240 192 284" origin "256 -400 492" } func_forcefield { StartDisabled 0 TeamNum 3 mins "-240 -136 -16" maxs "240 136 3000" origin "256 488 224" } // func_nobuild // don't build in spawn // { // AllowDispenser 0 // AllowSentry 0 // AllowTeleporters 0 // StartDisabled 0 // Teamnum 2 // mins "-232 -448 -16" // maxs "232 448 17" // origin "264 -96 0" // } info_teleport_destination { targetname warp_target angles "0 270 0" origin "322 -629 40" } info_teleport_destination { targetname warp_target angles "0 90 0" origin "258 428 40" } ambient_generic { health 8 message "ambient\atmosphere\thunder1.wav" radius 20 spawnflags 49 targetname atmos_1 } ambient_generic { health 8 message "ambient\atmosphere\thunder2.wav" radius 20 spawnflags 49 targetname atmos_2 } ambient_generic { health 8 message "ambient\atmosphere\thunder3.wav" radius 20 spawnflags 49 targetname atmos_3 } ambient_generic { health 8 message "ambient\wind_gust2.wav" radius 20 spawnflags 49 targetname atmos_4 } logic_case { targetname thunderpick "OnCase01" "atmos_1,PlaySound,,0,-1" "OnCase02" "atmos_2,PlaySound,,0,-1" "OnCase03" "atmos_3,PlaySound,,0,-1" "OnCase04" "atmos_4,PlaySound,,0,-1" } logic_timer { userandomtime 1 lowerrandombound 10 upperrandombound 25 "OnTimer" "thunderpick,PickRandom,,0,-1" } logic_relay // get out of here, you fucks { targetname stage_start "OnTrigger" "powerup_timer,Enable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" } logic_relay // make it count { targetname stage_start_finale "OnTrigger" "finale_snd,PlaySound,,0,-1" } logic_relay // interval timer { targetname stage_clear "OnTrigger" "roundclear_snd,PlaySound,,-1" "OnTrigger" "relay_enemycount_reset,Trigger,,-1" "OnTrigger" "medicbonus_relay,Trigger,,-1" "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1" // "OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "powerup_timer,Disable,,0,-1" "OnTrigger" "hologram_*,Disable,,0,-1" "OnTrigger" "plate,skin,0,0,-1" "OnTrigger" "roundscleared,Add,1,0,0" } logic_relay // interval timer { targetname stage_clear_finale "OnTrigger" "roundclear_snd,PlaySound,,-1" "OnTrigger" "relay_enemycount_reset,Trigger,,-1" "OnTrigger" "medicbonus_relay,Trigger,,-1" "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1" // "OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "powerup_timer,Disable,,0,-1" "OnTrigger" "hologram_*,Disable,,0,-1" "OnTrigger" "plate,skin,0,0,-1" "OnTrigger" "roundscleared,Add,1,0,0" } logic_relay // blank, for callback bait { targetname medicbonus_relay } prop_dynamic // fog dome { model "models/props_viaduct_event/underworld_sky01.mdl" targetname bossfog_dome disableshadows 1 startdisabled 1 solid 0 scale 1 // mess with later to ensure scale? angles "0 90 0" origin "0 0 0" } env_fog_controller // boss fog { targetname fog_bossround // angles "0 143 0" // use_angles 1 // fogblend 1 fogcolor "129 130 180" fogcolor2 "131 132 177" fogenable 1 fogstart -1000 fogend 9000 } env_fade { targetname bossfog_fadein duration 5 // hold 7.2 // doesn't work with alpha rendercolor "34 38 33" renderamt 255 // alpha } env_fade { targetname bossfog_fadeout duration 5 // hold 7.2 // doesn't work with alpha rendercolor "34 38 33" spawnflags 1 renderamt 255 // alpha } logic_relay { targetname bossstage_start "OnTrigger" "door_red_large_win_*,Close,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "bossfog_fadein,Fade,0,-1" "OnTrigger" "bossfog_fadeout,Fade,,5,-1" "OnTrigger" "bossfog_dome,Enable,,5,-1" "OnTrigger" "fog_controller,SetStartDist,-15000,5,-1" "OnTrigger" "fog_controller,SetEndDist,6000,5,-1" "OnTrigger" "fog_controller,SetColor,34 38 33,5,-1" "OnTrigger" "fog_controller,SetColorSecondary,34 38 33,5,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" "OnTrigger" "player,$PlaySoundToSelf,shadows/announcer_bossround.mp3,7,-1" "OnTrigger" "tankround_snd,PlaySound,,14,-1" "OnTrigger" "player,SpeakResponseConcept,TLK_MVM_TANK_CALLOUT,17.5,-1" "OnTrigger" "player,SpeakResponseConcept,TLK_MVM_ATTACK_THE_TANK ,35,-1" } logic_relay { targetname bossstage_start_tread "OnTrigger" "door_red_large_win_*,Close,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "bossfog_fadein,Fade,0,-1" "OnTrigger" "bossfog_fadeout,Fade,,5,-1" "OnTrigger" "bossfog_dome,Enable,,5,-1" "OnTrigger" "fog_controller,SetStartDist,-15000,5,-1" "OnTrigger" "fog_controller,SetEndDist,6000,5,-1" "OnTrigger" "fog_controller,SetColor,34 38 33,5,-1" "OnTrigger" "fog_controller,SetColorSecondary,34 38 33,5,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" "OnTrigger" "player,$PlaySoundToSelf,shadows/announcer_chuckle.mp3,7,-1" } logic_relay // no more boss { targetname bossstage_clear "OnTrigger" "player,$PlaySoundToSelf,#*shadows/bossround_end.mp3,0,-1" "OnTrigger" "relay_enemycount_reset,Trigger,,-1" "OnTrigger" "medicbonus_relay,Trigger,,-1" "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1" "OnTrigger" "tankround_snd,volume,0,0,-1" "OnTrigger" "bossfight_snd,volume,0,0,-1" "OnTrigger" "bossround_music,volume,0,0,-1" // "OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "powerup_timer,Disable,,0,-1" "OnTrigger" "hologram_*,Disable,,0,-1" "OnTrigger" "plate,skin,0,0,-1" "OnTrigger" "red_spawn_warp,Disable,,0,-1" "OnTrigger" "door_red_large_win_*,Open,,0,-1" "OnTrigger" "bossfog_fadein,Fade,0,-1" "OnTrigger" "bossfog_fadeout,Fade,,5,-1" "OnTrigger" "bossfog_dome,Disable,,5,-1" "OnTrigger" "roundscleared,Add,1,0,0" "OnTrigger" "fog_controller,SetStartDist,600,5,-1" "OnTrigger" "fog_controller,SetEndDist,4000,5,-1" "OnTrigger" "ee_beerflag,Enable,,5,1" "OnTrigger" "fog_controller,SetColor,0 0 0,5,-1" "OnTrigger" "fog_controller,SetColorSecondary,255 255 255,5,-1" } logic_branch { targetname tgun_check // does someone already have thundergun InitialValue 0 OnFalse "!activator,$AwardAndGiveExtraItem,Thunder Gun,-1" OnFalse "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnFalse "!activator,SpeakResponseConcept,TLK_MVM_LOOT_ULTRARARE,0.6,-1" OnFalse "!activator,$DisplayTextChat,You've received an Überweapon: The Thunder Gun!,0,-1" OnFalse "tgun_check,Toggle,,-1" // nothing toggles this back, so thundergun is a one-time-only UW OnTrue "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnTrue "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnTrue "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnTrue "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" } prop_dynamic // stairs at stable { model "models/props_forest/wood_stairs96.mdl" disableshadows 1 solid 6 angles "0 180 0" origin "928 1544 96" } prop_dynamic // stairs at stable { model "models/props_forest/wood_stairs96.mdl" disableshadows 1 solid 6 angles "0 180 0" origin "-571 1924 87" } prop_dynamic // stairs at stable { model "models/props_forest/wood_stairs96.mdl" disableshadows 1 solid 6 angles "0 0 0" origin "-568 1914 87" } // prop_dynamic // stairs next to barn tank // { // model "models/props_forest/wood_stairs96.mdl" // disableshadows 1 // solid 6 // angles "0 0 0" // origin "-846 -1790 60" // } prop_dynamic // stairs next to barn tank { model "models/props_forest/wood_stairs96.mdl" disableshadows 1 solid 6 angles "0 12 0" origin "-1483 -1834 60" } prop_dynamic // stairs next to barn tank { model "models/props_forest/wood_stairs96.mdl" disableshadows 1 solid 6 angles "0 192 0" origin "-1492 -1827 60" } } Plate_Big // spawn powerups here { NoFixup 1 prop_dynamic { model "models/props_gameplay/cap_point_base.mdl" disableshadows 1 solid 6 targetname plate origin "-540 -0 -182" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_spinner origin "-540 -0 -164" } prop_dynamic // nuke { model "models/props_trainyard/cart_bomb_separate.mdl" disableshadows 1 solid 0 targetname hologram_nuke rendermode 1 // hologram renderfx 15 startdisabled 1 rendercolor "255 0 0" parentname powerup_spinner angles "0 90 0" origin "-540 -0 -128" } env_shake { amplitude 16 duration 3 frequency 40 radius 48 spawnflags 1 targetname nuke_shake } env_fade { targetname nuke_fade duration 1.3 spawnflags 1 rendercolor "255 255 255" } trigger_add_tf_player_condition { targetname hologram_nuke duration 1 filtername filter_redteam spawnflags 1 StartDisabled 1 condition 23 origin "-540 2 -128" mins "-26 -26 -26" maxs "26 26 26" "OnStartTouchAll" "hologram_nuke,Disable,,-1" "OnStartTouchAll" "hologram_nuke_snd,PlaySound,,-1" "OnStartTouchAll" "nuke_shake,StartShake,,-1" "OnStartTouchAll" "nuke_fade,Fade,,-1" "OnStartTouchAll" "hologram_nuke_hurt,Enable,,0,-1" "OnStartTouchAll" "hologram_nuke_hurt,Disable,,0.7,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_nuke_01.mp3,1,-1" "OnStartTouchAll" "powerup_timer,Enable,,-1" "OnStartTouchAll" "plate,skin,0,-1" "OnStartTouchAll" "!activator,$AddCurrency,400,3,-1" } ambient_generic { health 10 message )misc/doomsday_missile_explosion.wav radius 20 pitch 100 spawnflags 49 targetname hologram_nuke_snd } prop_dynamic // instakill { model "models\props_mvm\mvm_human_skull.mdl" disableshadows 1 skin 1 solid 0 modelscale 3 targetname hologram_instakill rendermode 1 // hologram renderfx 15 startdisabled 1 parentname powerup_spinner rendercolor "255 0 0" angles "0 0 0" origin "-540 -0 -134" } trigger_add_tf_player_condition { targetname hologram_instakill duration 1 filtername filter_redteam spawnflags 1 StartDisabled 1 condition 23 origin "-540 2 -128" mins "-26 -26 -26" maxs "26 26 26" "OnStartTouchAll" "hologram_instakill,Disable,,-1" "OnStartTouchAll" "powerup_timer,Enable,,-1" "OnStartTouchAll" "plate,skin,0,-1" "OnStartTouchAll" "!activator,$DisplayTextCenter,Instakill!,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,items/powerup_pickup_crits.wav,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_instagib.mp3,1,-1" "OnStartTouchAll" "!activator,$AddPlayerAttribute,dmg current health|1,,-1" "OnStartTouchAll" "!activator,$AddCond,56,,-1" // redundant but for visual feedback "OnStartTouchAll" "!activator,$RemovePlayerAttribute,dmg current health,30,-1" "OnStartTouchAll" "!activator,$RemoveCond,56,30,-1" } prop_dynamic // resupply { model "models\props_gameplay\resupply_locker.mdl" disableshadows 1 skin 1 solid 0 modelscale 1 targetname hologram_maxammo rendermode 1 // hologram renderfx 15 startdisabled 1 parentname powerup_spinner rendercolor "255 0 0" angles "0 0 0" origin "-540 -0 -134" } trigger_add_tf_player_condition { targetname hologram_maxammo duration 1 filtername filter_redteam spawnflags 1 StartDisabled 1 condition 23 origin "-540 2 -128" mins "-26 -26 -26" maxs "26 26 26" "OnStartTouchAll" "hologram_maxammo,Disable,,-1" "OnStartTouchAll" "powerup_timer,Enable,,-1" "OnStartTouchAll" "plate,skin,0,-1" "OnStartTouchAll" "!activator,$DisplayTextCenter,Max Ammo!,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,items/powerup_pickup_agility.wav,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_resupply_01.mp3,1,-1" "OnStartTouchAll" "!activator,$RefillAmmo,,-1" } prop_dynamic // free money { model "models\items\currencypack_large.mdl" disableshadows 1 skin 1 solid 0 modelscale 1 targetname hologram_money rendermode 1 // hologram renderfx 15 startdisabled 1 parentname powerup_spinner rendercolor "255 0 0" angles "0 0 0" origin "-540 -0 -134" } trigger_add_tf_player_condition { targetname hologram_money duration 1 filtername filter_redteam spawnflags 1 StartDisabled 1 condition 23 origin "-540 2 -128" mins "-26 -26 -26" maxs "26 26 26" "OnStartTouchAll" "hologram_money,Disable,,-1" "OnStartTouchAll" "powerup_timer,Enable,,-1" "OnStartTouchAll" "plate,skin,0,-1" "OnStartTouchAll" "!activator,$DisplayTextCenter,Bonus Points!,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,items/powerup_pickup_agility.wav,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_money_01.mp3,1,-1" "OnStartTouchAll" "!activator,$AddCurrency,2000,-1" } ambient_generic { targetname powerup_snd spawnflags 48 health 10 radius 8000 pitch 80 message )weapons\buffed_on.wav } logic_timer { targetname powerup_timer // easier disable since this is still under thinking StartDisabled 1 UseRandomTime 1 LowerRandomBound 60 UpperRandomBound 85 "OnTimer" "powerup_case,PickRandomShuffle,,-1" "OnTimer" "powerup_timer,Disable,,-1" "OnTimer" "powerup_snd,PlaySound,,-1" "OnTimer" "plate,Skin,1,-1" } logic_case { targetname powerup_case "OnCase01" "hologram_instakill,Enable,,0,-1" "OnCase02" "hologram_money,Enable,,0,-1" "OnCase03" "hologram_maxammo,Enable,,0,-1" // "OnCase04" "hologram_ghost,Enable,,0,-1" "OnCase05" "hologram_nuke,Enable,,0,-1" } } BuildingBlocks // no buildy { NoFixup 1 func_nobuild // concrete blocks near fields { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-42 -160 -99" maxs "42 160 99" origin "698 488 63" } func_nobuild // concrete blocks near fields { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-70 -58 -99" maxs "70 58 99" origin "914 98 63" } func_nobuild // concrete blocks near fields { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-62 -214 -99" maxs "62 214 99" origin "1046 -58 63" } func_nobuild // concrete blocks near fields { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-20 -48 -99" maxs "20 48 99" origin "964 -224 63" } func_nobuild // concrete blocks near fields { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-110 -157 -99" maxs "110 157 99" origin "969 -928 63" } func_nobuild // more blocks { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-157 -38 -99" maxs "157 38 99" origin "-465 -560 92" } func_nobuild // one block near shack { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-59 -59 -61" maxs "59 59 61" origin "-1525 -1141 59" } func_nav_avoid // near the tank at the barn { tags bigguyalert mins "-106 -288 -26" maxs "106 288 26" origin "-738 -1622 18" } func_nav_avoid // the two slopes at the sides of the pit { tags bigguyalert mins "-140 -20 -132" maxs "140 20 132" origin "-644 -492 -124" } func_nav_avoid // the two slopes at the sides of the pit { tags bigguyalert mins "-140 -20 -132" maxs "140 20 132" origin "-644 492 -124" } func_nav_avoid // jump spot, the boxes near stables { tags bigguyalert mins "-84 -68 -48" maxs "84 68 48" origin "-556 -1916 50" } func_nav_avoid // jump spot, the barbfence { tags bigguyalert mins "-384 -68 -48" maxs "384 68 48" origin "-912 -1788 45" } func_nav_avoid // beams at stables { tags bigguyalert mins "-116 -24 -72" maxs "166 24 72" origin "-220 1842 144" } func_nav_avoid // beams at stables { tags bigguyalert mins "-116 -32 -72" maxs "166 32 72" origin "-220 1192 144" } func_forcefield // level boundaries { StartDisabled 0 TeamNum 3 mins "-64 -1472 -3168" maxs "64 1472 3168" origin "-5184 0 2912" } func_forcefield // level boundaries, vertical { StartDisabled 0 TeamNum 3 mins "-4575 -4384 -32" maxs "4575 4384 32" origin "-671 96 1344" } func_forcefield // clipping for rooftop { StartDisabled 0 TeamNum 3 mins "-194 -209 -514" maxs "194 209 514" origin "-800 -702 798" } func_forcefield // clipping for rooftop { StartDisabled 0 TeamNum 3 mins "-96 -201.5 -480" maxs "96 201.5 480" origin "-1088 -694 832" } func_forcefield // clipping for rooftop { StartDisabled 0 TeamNum 3 mins "-192 -112 -560" maxs "192 112 560" origin "192 -720 752" } func_forcefield // clipping for stables { StartDisabled 0 TeamNum 3 mins "-736 -384 -8" maxs "736 384 8" origin "256 1536 392" } func_forcefield // clipping for connector room, L-walk { StartDisabled 0 TeamNum 3 mins "-12 -132 -72" maxs "12 132 72" origin "-1036 692 72" } func_forcefield // clipping for connector room, L-walk { StartDisabled 0 TeamNum 3 mins "-80 -4 -72" maxs "80 4 72" origin "-960 556 72" } func_forcefield // clipping for connector room, L-walk { StartDisabled 0 TeamNum 3 mins "-48 -4 -48" maxs "48 4 48" origin "-824 556 48" } func_forcefield // clipping for connector room, L-walk { StartDisabled 0 TeamNum 3 mins "-4 -88 -48" maxs "4 88 48" origin "-780 648 48" } func_forcefield // clipping for connector room, L-walk { StartDisabled 0 TeamNum 3 mins "-20 -12 -48" maxs "20 12 48" origin "-796 748 48" } func_forcefield // clipping for connector room, L-walk { StartDisabled 0 TeamNum 3 mins "-40 -12 -58" maxs "40 12 58" origin "-856 748 58" } func_forcefield // clipping for spawn window { StartDisabled 0 TeamNum 3 mins "-9 -192 -96" maxs "9 192 96" origin "7 0 96" } func_forcefield // clipping for rooftop { StartDisabled 0 TeamNum 3 mins "-194 -608 -414" maxs "194 608 414" origin "128 -1856 900" } func_forcefield // clipping for THAT spot on the barn { StartDisabled 0 TeamNum 3 mins "-96 -143 -412" maxs "96 143 412" origin "416 -1392 900" } func_forcefield // next to the grain silo { StartDisabled 0 TeamNum 3 mins "-84 -143 -12" maxs "84 143 12" origin "428 -1392 476" } func_forcefield // with a thin roof, so instead of a few blockers like normal { StartDisabled 0 TeamNum 3 mins "-72 -143 -12" maxs "72 143 12" origin "440 -1392 452" } func_forcefield // we have to do SEVERAL small blockers { StartDisabled 0 TeamNum 3 mins "-64 -143 -12" maxs "64 143 12" origin "448 -1392 428" } func_forcefield // because otherwise it would block movement on the other side { StartDisabled 0 TeamNum 3 mins "-52 -143 -12" maxs "52 143 12" origin "460 -1392 404" } func_forcefield // which is why PTs are not a good way to fix map problems such as this one { StartDisabled 0 TeamNum 3 mins "-44 -143 -12" maxs "44 143 12" origin "468 -1392 380" } func_forcefield { StartDisabled 0 TeamNum 3 mins "-44 -143 -12" maxs "44 143 12" origin "477 -1392 356" } func_forcefield { StartDisabled 0 TeamNum 3 mins "-44 -143 -12" maxs "44 143 12" origin "486 -1392 332" } } Pushblocks // all the pushing to stop godspots because customnav can't fix them all { trigger_push // spawn window { pushdir "0 180 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-1 0 194" mins "-1 -192 -2" maxs "1 192 2" } trigger_push // tank at field { pushdir "0 180 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "994 992 160" mins "-32 -110 -11" maxs "32 110 11" } trigger_push // concrete blocks at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "696 472 158" mins "-32 -72 -11" maxs "32 72 11" } trigger_push // concrete blocks at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "696 364 85" mins "-32 -28 -11" maxs "32 28 11" } trigger_push // concrete blocks at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "696 596 85" mins "-32 -28 -11" maxs "32 28 11" } trigger_push // concrete blocks at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "966 88 83" mins "-32 -28 -11" maxs "32 28 11" } trigger_push // concrete blocks at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "892 107 83" mins "-32 -28 -11" maxs "32 28 11" } trigger_push // concrete blocks at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "1024 -32 83" mins "-32 -72 -11" maxs "32 72 11" } trigger_push // concrete blocks at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "1056 -172 97" mins "32 -28 -11" maxs "32 28 11" } trigger_push // concrete blocks at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "1000 -220 97" mins "32 -28 -11" maxs "32 28 11" } trigger_push // concrete blocks at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "973 -915 163" mins "32 -28 -11" maxs "32 28 11" } trigger_push // concrete blocks at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "917 -963 163" mins "32 -28 -11" maxs "32 28 11" } trigger_push // woodfence at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "652 -468 276" mins "-10 -181 -12" maxs "10 181 12" } trigger_push // barricade at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "1248 1516 204" mins "-224 -12 -12" maxs "224 12 12" } trigger_push // barricade at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "1680 1500 196" mins "-208 -28 -20" maxs "208 28 20" } trigger_push // barricade at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "1880 1724 196" mins "-16 -196 -20" maxs "16 196 20" } trigger_push // barricade at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "1908 2120 188" mins "-12 -200 -28" maxs "12 200 28" } trigger_push // lights at field { pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "522 -45 396" mins "-10 -483 -12" maxs "10 483 12" } trigger_push // lampposts around hatch { pushdir "0 270 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-1256 488 524" mins "-48 -48 -12" maxs "48 48 12" } trigger_push // lampposts around hatch { pushdir "0 270 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-1278 1475 524" mins "-48 -48 -12" maxs "48 48 12" } trigger_push // lampposts around hatch { pushdir "0 270 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-1747 1473 524" mins "-48 -48 -12" maxs "48 48 12" } trigger_push // lampposts around hatch { pushdir "0 270 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-1713 798 524" mins "-48 -48 -12" maxs "48 48 12" } trigger_push // lampposts around hatch { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-2112 -574 524" mins "-48 -48 -12" maxs "48 48 12" } trigger_push // lampposts around hatch { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-1577 -1785 524" mins "-48 -48 -12" maxs "48 48 12" } trigger_push // lampposts around hatch { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-729 -1737 524" mins "-48 -48 -12" maxs "48 48 12" } trigger_push // lampposts around hatch { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-320 -2530 524" mins "-48 -48 -12" maxs "48 48 12" } trigger_push // lampposts around hatch { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "738 -2496 524" mins "-48 -48 -12" maxs "48 48 12" } trigger_push // top of shack { pushdir "0 45 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-2226 -726 232" mins "-175 -175 -48" maxs "175 175 48" } trigger_push // blocks near hatch { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-466 -555 84" mins "-158 -43 -84" maxs "158 43 84" } trigger_push // security fence near hatch { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-1660 1920 274" mins "-900 -3 -26" maxs "900 3 26" } trigger_push // fence near barn { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-400 -978 146" mins "-136 -9.5 -12" maxs "136 9.5 12" } trigger_push // fence near barn { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-272 -908 146" mins "-8 -60 12" maxs "8 60 12" } trigger_push // fence near barn { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-68 -864 146" mins "-68 -48 12" maxs "68 48 12" } trigger_push // left side of barn roof { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "416 -1264 372" mins "-96 -16 -124" maxs "96 16 124" } trigger_push // harvester near stables { pushdir "0 270 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "123 2342 205" mins "-56 -78 -24" maxs "56 78 24" } trigger_push // top of barn door { pushdir "0 90 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "128 -1276 220" mins "-256 -4 -12" maxs "256 4 12" } trigger_push // wood fence in barn { pushdir "0 270 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "108 -1688 390" mins "-68 -8 -4" maxs "68 8 4" } trigger_push // wood fence in barn { pushdir "0 270 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "168 -1648 390" mins "-8 -32 -4" maxs "8 32 4" } trigger_push // top of barn roof { pushdir "0 270 0" spawnflags 1 speed 512 StartDisabled 0 filtername filter_redteam origin "-72.5 -1856 890.5" mins "-10.5 -608 -421.5" maxs "10.5 608 421.5" } } PlayersLeftLogic { NoFixup 1 math_counter { "targetname" "playersLeftAlive" "startvalue" 0 // "outValue" "player,$DisplayTextChat,,0,-1" "outValue" "wipeCheck,SetValueCompare,,0,-1" } logic_compare { "targetname" "wipeCheck" "initialValue" 0 "CompareValue" 0 "OnEqualTo" "gameover,Trigger,,0,-1" //fires when player count hits 0 "OnGreaterThan" "gameover,CancelPending,,0,-1" } ambient_generic { health 10 message #*shadows/goodeffort.mp3 radius 20 spawnflags 49 targetname fail_snd } ambient_generic { health 10 message #*shadows/stage_clear.mp3 radius 20 spawnflags 49 targetname roundclear_snd } ambient_generic { health 10 message #*shadows/youdidit.mp3 radius 20 spawnflags 49 targetname win_snd } // ambient_generic // { // health 10 // message #*shadows/muzzleflashinthedark.mp3 // radius 20 // spawnflags 49 // targetname bossfight_snd // } ambient_generic { health 10 message #*shadows/makeitcount.mp3 radius 20 spawnflags 49 targetname finale_snd } ambient_generic { health 10 message #*shadows/bossround_music.mp3 radius 20 spawnflags 49 targetname tankround_snd } } PlayerTracker { NoFixup 1 OnSpawnOutput { Target "playersLeftAlive" Action "add" Param "1" } OnSpawnOutput { Target "popscript" Action "$playertracker" } logic_relay { "$OnKilled" "playersLeftAlive,Subtract,1,0,0" } OnParentKilledOutput { Target "popscript" Action "$spawn_revive_marker" } } Revivemarker // port from Titanium Thieves { // NoFixup 1 trigger_multiple { targetname revive_trigger mins "-36 -36 -36" maxs "36 36 36" spawnflags 1 OnStartTouch "!activator,$DisplayTextCenter,Hold Action key to revive your teammate,0,-1" } OnParentKilledOutput { Target "revive_trigger" Action "DisableAndEndTouch" } } EnemyTracker // shoot enemy, get money { OnParentKilledOutput // avoid stacking outputs { Target "!activator" Action "$RemoveOutput" Param "$OnDeath" } OnParentKilledOutput // avoid stacking outputs { Target "relay_enemycount_subtract" Action "trigger" } OnSpawnOutput { Target "relay_enemycount_add" Action "trigger" } OnSpawnOutput { Target "popscript" Action "$OnWaveSpawnBot" } // OnSpawnOutput // money for kill // { // Target "!activator" // Action "AddOutput" // Param "$OnDeath !activator:$AddCurrency:100:0:-1" // } logic_relay // only here so the pt can spawn { } } Hulk_PT { KeepAlive 1 // OnParentKilledOutput // { // Target !activator // Action $RemoveOutput // Param $OnDeath // Delay 1 // } // OnSpawnOutput // apparently crashes servers // { // Target "!activator" // Action "AddOutput" // Param "$OnDeath !activator:SpeakResponseConcept:TLK_MVM_TANK_DEAD:0.7:-1" // } OnSpawnOutput { Target "hankerman" Action "SetPlaybackRate" Param 0 Delay 0.01 } OnParentKilledOutput { Target "hankerman" Action "Enable" } OnParentKilledOutput { Target "hankerman" Action "SetPlaybackRate" Param "1" Delay 0.02 } prop_dynamic { "targetname" "hankerman" "angles" "0 0 0" "origin" "0 0 0" "DisableBoneFollowers" "1" "disableshadows" "0" "StartDisabled" "1" "skin" 1 "model" "models\kirillian\infected\hank_v4.mdl" "DefaultAnim" "Death" "ModelScale" "1.75" "solid" "0" "OnAnimationDone" "!self,SetAnimation,deathpose_incap,0,-1" "OnAnimationDone" "!self,SetPlaybackRate,0,,-1" "OnAnimationDone" "hanked,start,,,-1" "OnAnimationDone" "hanked,kill,,3,-1" "OnAnimationDone" "!self,Kill,,,-1" } info_particle_system { targetname hanked "origin" "0 0 48" effect_name skull_island_explosion } } Crawler_PT // push the crawler { // NoFixup 1 trigger_push { pushdir "0 0 0" spawnflags 1 speed 1000 filtername filter_crawler StartDisabled 1 targetname crawlerpush mins "-24 -24 -24" maxs "24 24 24" } ambient_generic { targetname crawler_hop_sfx spawnflags 48 health 10 // this is volume radius 14000 pitch 100 message ")player/pl_scout_jump1.wav" } logic_timer // do this to eliminate 'desync' issue with jumps { refiretime 14 "OnTimer" "crawlerpush,Enable,,0,-1" "OnTimer" "crawler_hop_sfx,PlaySound,,0,-1" "OnTimer" "crawlerpush,Disable,,0.7,-1" } filter_tf_bot_has_tag // stop non-crawlers from being pushed { targetname filter_crawler require_all_tags 1 tags crawler Negated "Allow entities that match criteria" } } Charger_PT // call lua function on spawn { OnSpawnOutput { Target "popscript" Action "$chargerLogic" } } Soldier_Tank { NoFixup 1 // no!!!!!!!!!!!!!!!!!! KeepAlive 1 OnSpawnOutput { Target autotank_turret_weapon Action $SetOwner } prop_dynamic // tank { angles "0 0 0" origin "0 0 -8" DisableBoneFollowers 1 disableshadows 0 model "models/props_frontline/tank_animated.mdl" DefaultAnim "move_slow" ModelScale 0.55 solid 0 skin 1 targetname autotank_body } prop_dynamic // gibby~ { angles "0 0 0" origin "0 0 -8" DisableBoneFollowers 1 disableshadows 0 StartDisabled 1 model "models\bots\soldier\bot_soldier.mdl" DefaultAnim "PRIMARY_stun_middle" ModelScale 1.75 solid 0 skin 1 targetname autotank_gibby parentname autotank_body } info_particle_system { angles "0 0 0" origin "0 0 0" effect_name cinefx_goldrush start_active 0 targetname autotank_blast parentname autotank_body } ambient_generic { targetname autotank_deathsound spawnflags 17 health 10 // this is volume radius 18000 pitch 100 message ")shadows/treadkill_death.mp3" parentname autotank_body } ambient_generic { targetname autotank_explosionsound spawnflags 17 health 10 // this is volume radius 18000 pitch 100 message ")mvm\mvm_tank_explode.wav" parentname autotank_body } info_particle_system { angles "0 180 0" origin "-70 38 52" effect_name kartdamage_smoke4 start_active 1 targetname autotank_smoke parentname autotank_body } info_particle_system { angles "0 180 0" origin "-70 -39 52" effect_name kartdamage_smoke4 start_active 1 targetname autotank_smoke parentname autotank_body } env_shake { amplitude 16 duration 1.5 frequency 2.5 radius 1500 spawnflags 1 targetname autotank_shake } ambient_generic // turret ready { targetname autotank_turret_ready spawnflags 48 health 10 // this is volume radius 18000 pitch 100 message ")vehicles/tank_readyfire1.wav" parentname autotank_body } ambient_generic // revving with fury { targetname autotank_ragemode spawnflags 48 health 10 radius 18000 pitch 100 message ")shadows/treadkill_rage.mp3" parentname autotank_body } ambient_generic // turret fire { targetname autotank_turret_shoot spawnflags 48 health 10 radius 18000 pitch 100 message ")player\taunt_tank_shoot.wav" parentname autotank_body } tf_point_weapon_mimic { origin "125 0 59" damage 75 speedmin 2200 speedmax 2200 splashradius 216 targetname autotank_turret_weapon // firesound player\taunt_tank_shoot.wav parentname autotank_body } logic_relay { targetname autotank_turretshoot "OnTrigger" "autotank_turret_ready,PlaySound,,0,-1" "OnTrigger" "autotank_body,SetAnimation,shoot_forward,1,-1" "OnTrigger" "autotank_turret_weapon,Fireonce,,1.3,-1" "OnTrigger" "autotank_turret_shoot,PlaySound,,1.3,-1" } logic_relay { targetname autotank_death "OnTrigger" "autotank_idle,StopSound,,0,-1" "OnTrigger" "autotank_gibby,Enable,,0,-1" "OnTrigger" "autotank_smoke,Stop,,0,-1" "OnTrigger" "autotank_gibby,SetAnimation,PRIMARY_Stun_begin,0,-1" "OnTrigger" "autotank_gibby,SetPlaybackRate,0.36,0.3,-1" // stun animation has that blend that doesn't work "OnTrigger" "autotank_deathsound,PlaySound,,0,-1" "OnTrigger" "autotank_gibby,Disable,,3,-1" "OnTrigger" "autotank_body,Disable,,3,-1" "OnTrigger" "autotank_explosionsound,PlaySound,,3,-1" "OnTrigger" "autotank_blast,Start,,3,-1" "OnTrigger" "autotank_shake,StartShake,,3,-1" "OnTrigger" "autotank_*,Kill,,8,-1" } } Heavy_Boss // pretty death animation { NoFixup 1 KeepAlive 1 prop_dynamic_ornament { InitialOwner blord spawnflags 256 DisableBoneFollowers 1 disableshadows 1 solid 0 targetname battlelord_cosmetics model "models/workshop/player/items/soldier/hwn2015_hellmet/hwn2015_hellmet.mdl" } prop_dynamic_ornament { InitialOwner blord spawnflags 256 DisableBoneFollowers 1 disableshadows 1 solid 0 targetname battlelord_cosmetics model "models/workshop/player/items/demo/sf14_deadking_pauldrons/sf14_deadking_pauldrons.mdl" } prop_dynamic_ornament { InitialOwner blord spawnflags 256 DisableBoneFollowers 1 disableshadows 1 solid 0 targetname battlelord_cosmetics model "models/workshop/weapons/c_models/c_iron_curtain/c_iron_curtain.mdl" } logic_relay { targetname battlelord_cosmetics_relay "OnTrigger" "battlelord_cosmetics,TurnOff,,2,-1" } prop_dynamic { angles "0 0 0" origin "0 0 0" DisableBoneFollowers 1 disableshadows 0 StartDisabled 1 model "models\bots\heavy_boss\bot_heavy_boss.mdl" DefaultAnim "primary_death_01" ModelScale 1.75 solid 0 skin 1 targetname blord } ambient_generic { targetname blord_deathsound spawnflags 17 health 10 // this is volume radius 18000 pitch 100 message ")shadows/battlelord_death.mp3" parentname blord } info_particle_system { angles "0 0 0" origin "0 0 0" effect_name cinefx_goldrush start_active 0 targetname blord_blast parentname blord } env_shake { amplitude 16 duration 1.5 frequency 2.5 radius 1500 spawnflags 1 targetname blord_shake } ambient_generic { targetname blord_explosionsound spawnflags 17 health 10 // this is volume radius 18000 pitch 100 message ")mvm\mvm_tank_explode.wav" parentname blord } logic_relay { targetname blord_death "OnTrigger" "blord,Enable,,0,-1" "OnTrigger" "battlelord_cosmetics,TurnOn,,0,-1" "OnTrigger" "blord,SetAnimation,primary_death_01,0,-1" "OnTrigger" "blord_deathsound,PlaySound,,0,-1" "OnTrigger" "blord,Disable,,3.4,-1" "OnTrigger" "battlelord_cosmetics,kill,,3.4,-1" "OnTrigger" "blord_explosionsound,PlaySound,,3.4,-1" "OnTrigger" "blord_blast,Start,,3.4,-1" "OnTrigger" "blord_shake,StartShake,,3.4,-1" "OnTrigger" "blord_*,Kill,,8,-1" } } tutorial { NoFixup 1 logic_relay { "spawnflags" "2" "targetname" "tutorial_relay" "OnTrigger" "hints_1,Show,,0,-1" "OnTrigger" "hints_2,Show,,4,-1" "OnTrigger" "hints_3,Show,,8,-1" "OnTrigger" "hints_4,Show,,12,-1" "OnTrigger" "hints_5,Show,,16,-1" "OnTrigger" "hints_6,Show,,20,-1" "OnTrigger" "hints_7,Show,,24,-1" "OnTrigger" "hints_8,Show,,28,-1" "OnTrigger" "hints_9,Show,,32,-1" "OnTrigger" "hints_10,Show,,36,-1" "OnTrigger" "hints_11,Show,,40,-1" "OnTrigger" "hints_12,Show,,44,-1" "OnTrigger" "hints_15,Show,,48,-1" "OnTrigger" "tutorial_relay2,Trigger,,52,-1" } logic_relay { "spawnflags" "2" "targetname" "tutorial_relay2" "OnTrigger" "tutorial_relay,Trigger,,0,-1" } training_annotation { "targetname" "hints_1" "display_text" "Money is earned only by dealing damage and killing enemies." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_2" "display_text" "Enemies become faster and stronger each round." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_3" "display_text" "You can purchase Perk Bonuses from vending machines around the map." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_4" "display_text" "Perk Bonuses are not permanent and are lost on death." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_5" "display_text" "Perk Bonuses stack with your weapon upgrades." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_6" "display_text" "Perk Bonuses do not stack per additional purchase." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_7" "display_text" "You can also receive random weapons from your local Weapons Dumpster." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_8" "display_text" "Weapons received are returned to you after death." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_9" "display_text" "Medics supply ammo and health to nearby teammates." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_10" "display_text" "Moving and crouching both affect your accuracy." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_11" "display_text" "Powerups have a chance to drop from zombies during waves." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_12" "display_text" "Powerups despawn after 30 seconds of being dropped." "lifetime" "4" "origin" "328 -150 52" } training_annotation { "targetname" "hints_15" "display_text" "Players cannot join the game once it begins." "lifetime" "4" "origin" "328 -150 52" } OnSpawnOutput { Target "tutorial_relay" Action "Trigger" Delay 4 } } DummyMachines { NoFixup 1 prop_dynamic { origin "477 -2103 4" // ?? angles "0 270 0" disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname DUMMY_1 } prop_dynamic { origin "-1157 -597 -198" // ?? angles "0 90 0" disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname DUMMY_2 } prop_dynamic { origin "197 -2659 12" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 1 // blue targetname DUMMY_3 } prop_dynamic { origin "-19 1893 206" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname DUMMY_4 } prop_dynamic { origin "-1794 1236 -2" // ?? angles "0 270 0" disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname DUMMY_5 } // prop_dynamic // { // origin "0 0 50" // ?? // disableshadows 0 // model "models/props_misc/vending_machine_01.mdl" // solid 6 // skin 0 // red // targetname DUMMY_6 // } // prop_dynamic // { // origin "-0 -0 148" // ?? // angles "0 270 0" // disableshadows 0 // model "models/player/items/all_class/cowboyboots_soldier.mdl" // modelscale 2 // solid 0 // parentname DUMMY_6 // } } Vending_Jugg // SAXTON { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname vm_jug } prop_dynamic { origin "0 0 164" // ?? angles "0 270 0" disableshadows 0 model "models/effects/medicyell.mdl" modelscale 2 solid 0 parentname vm_jug } func_button { targetname vm_jugbutton parentname vm_jug damagefilter filter_juggmulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 1 sounds 3 origin "0 -12 128" mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_jugg,trigger,0,-1" } $filter_sendprop // OnFail will never fire as damagefilter doesn't allow for a Fail condition { targetname filter_juggmoney $name m_nCurrency negated 0 $value 2500 $compare "greater than or equal" } filter_multi { targetname filter_juggmulti filtertype 0 negated 0 filter01 filter_juggmoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } filter_damage_type // OOPS THIS KILLS THE SERVER { targetname filter_melee negated 0 damagetype 134221952 } trigger_multiple { origin "0 0 50" targetname vm_jugmsg parentname vm_jug filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key to buy Saxton Ale for $2500,0,-1" } ambient_generic { targetname vm_jugsfx spawnflags 48 health 10 // this is volume radius 15000 pitch 100 message "shadows/perk_saxton.mp3" parentname vm_jug } logic_relay { targetname perkbuff_jugg OnTrigger "!activator,$RemoveCurrency,2500,-1" // testing OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1" OnTrigger "vm_jugsfx,PlaySound,0,2.2,-1" OnTrigger "!activator,$AddPlayerAttribute,max health additive bonus|150,2.2,-1" // OnTrigger "!activator,$AddPlayerAttribute,health regen|15,2.2,-1" // nice idea but too good OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1" OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Extra max health!,2.2,-1" OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1" } } Vending_Speed // Meraslixir { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname vm_speed } prop_dynamic { origin "0 0 164" // ?? angles "0 270 0" disableshadows 0 model "models/props_halloween/merasmus_skull_island.mdl" solid 0 parentname vm_speed } func_button { targetname vm_speedbutton parentname vm_speed damagefilter filter_speedmulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 3 sounds 3 origin "0 -12 128" mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_speed,trigger,0,-1" // testing } $filter_sendprop { targetname filter_speedmoney $name m_nCurrency negated 0 $value 3000 $compare "greater than or equal" } filter_multi { targetname filter_speedmulti filtertype 0 negated 0 filter01 filter_speedmoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } trigger_multiple { origin "0 0 50" targetname vm_speedmsg parentname vm_speed filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "64 64 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key to buy Meraslixir for $3000,0,-1" } ambient_generic { targetname vm_speedsfx spawnflags 48 health 10 // this is volume radius 15000 pitch 100 message "shadows/perk_meraslixir.mp3" parentname vm_speed } logic_relay { targetname perkbuff_speed OnTrigger "!activator,$RemoveCurrency,3000,-1" // testing OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1" OnTrigger "vm_speedsfx,PlaySound,0,2.2,-1" OnTrigger "!activator,$AddPlayerAttribute,faster reload rate|0.5,2.2,-1" OnTrigger "!activator,$AddPlayerAttribute,move speed bonus|1.15,2.2,-1" OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1" OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Increased movement and reload speed!,2.2,-1" OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1" } } Vending_Blaster // Head Rattle { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 1 // blue targetname vm_blaster } func_button { origin "0 -12 128" targetname vm_blasterbutton parentname vm_blaster damagefilter filter_blastermulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 3 sounds 3 mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_blaster,trigger,0,-1" // testing OnPressed "filter_blastermoney,TestActivator,0,-1" } $filter_sendprop { targetname filter_blastermoney $name m_nCurrency negated 0 $value 1500 $compare "greater than or equal" } filter_multi { targetname filter_blastermulti filtertype 0 negated 0 filter01 filter_blastermoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } trigger_multiple { origin "0 0 50" targetname vm_blastermsg parentname vm_blaster filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key to buy Head Rattle for $1500,0,-1" } ambient_generic { targetname vm_blastersfx spawnflags 48 health 10 // this is volume radius 15000 pitch 100 message "shadows/perk_headrattle.mp3" parentname vm_blaster } logic_relay { targetname perkbuff_blaster OnTrigger "!activator,$RemoveCurrency,1500,-1" // testing OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1" OnTrigger "vm_blastersfx,PlaySound,0,2.2,-1" OnTrigger "!activator,$AddPlayerAttribute,explosive sniper shot|2,2.2,-1" OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1" OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Explosive Headshot!,2.2,-1" OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1" } } Vending_Doubletap // Untapped Vintage { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname vm_dt } prop_dynamic { origin "-24 -16 132" // ?? angles "-15 0 0" disableshadows 0 model "models/weapons/c_models/c_shotgun/c_shotgun.mdl" modelscale 2 solid 0 parentname vm_dt } func_button { origin "0 -12 128" targetname vm_dtbutton parentname vm_dt damagefilter filter_dtmulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 3 sounds 3 mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_dt,trigger,0,-1" // testing OnPressed "filter_dtmoney,TestActivator,0,-1" } $filter_sendprop { targetname filter_dtmoney $name m_nCurrency negated 0 $value 2000 $compare "greater than or equal" } filter_multi { targetname filter_dtmulti filtertype 0 negated 0 filter01 filter_dtmoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } trigger_multiple { origin "0 0 50" targetname vm_dtmsg parentname vm_dt filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key to buy Double Tap for $2000,0,-1" } ambient_generic { targetname vm_dtsfx spawnflags 48 health 10 // this is volume radius 15000 pitch 100 message "shadows/perk_doubletap.mp3" parentname vm_dt } logic_relay { targetname perkbuff_dt OnTrigger "!activator,$RemoveCurrency,2000,-1" // testing OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1" OnTrigger "vm_dtsfx,PlaySound,0,2.2,-1" OnTrigger "!activator,$AddPlayerAttribute,mult_item_meter_charge_rate|0.67,-1" OnTrigger "!activator,$AddPlayerAttribute,fire rate bonus|0.67,-1" OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1" OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Increased fire rate!,2.2,-1" OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1" } } Vending_Quickrevive // Ostarion's Reserve { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname vm_quickrev } prop_dynamic { origin "0 0 155" // ?? angles "0 270 0" disableshadows 0 model "models/props_mvm/mvm_human_skull.mdl" modelscale 2.5 solid 0 parentname vm_quickrev } func_button { origin "0 -12 128" targetname vm_quickrevbutton parentname vm_quickrev damagefilter filter_quickrevmulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 3 sounds 3 mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_quickrev,trigger,0,-1" // testing OnPressed "filter_quickrevmoney,TestActivator,0,-1" } $filter_sendprop { targetname filter_quickrevmoney $name m_nCurrency negated 0 $value 1500 // probably needs to be higher $compare "greater than or equal" } filter_multi { targetname filter_quickrevmulti filtertype 0 negated 0 filter01 filter_quickrevmoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } math_counter { "targetname" "vm_quickrevcount" "startvalue" 4 "startdisabled" 0 "min" 0 "max" 3 "onhitmin" "vm_quickrev*,Kill,,2,-1" } trigger_multiple { origin "0 0 50" targetname vm_quickrevmsg parentname vm_quickrev filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key to buy Ostarion's Reserve for $1500,0,-1" } ambient_generic { targetname vm_quickrevsfx spawnflags 48 health 10 // this is volume radius 15000 pitch 100 message "shadows/perk_regalreserve.mp3" parentname vm_quickrev } logic_relay { targetname perkbuff_quickrev OnTrigger "!activator,$RemoveCurrency,1500,-1" // testing OnTrigger "vm_quickrevcount,Subtract,1,,-1" OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1" OnTrigger "vm_quickrevsfx,PlaySound,0,2.2,-1" OnTrigger "!activator,$AddCond,70,-1" // ensure player doesn't just die before effect goes off OnTrigger "!activator,$AddCond,129,-1" OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1" OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Survive one fatal attack!,2.2,-1" OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1" } } Roundtimer // where we at { NoFixup 1 OnSpawnOutput { Target roundcounter Action SetValue Param 0 } game_text // obsolete but kept since removing it causes lua problems { "targetname" "roundtext" "color" "255 65 65" // 222 222 222 breaktime color "color2" "0 0 0" // scan color "fxtime" "2.3" // how "holdtime" "36000" "spawnflags" "1" "effect" 2 "channel" 1 "x" "0.1" "y" "0.05" // mess with later to find proper spot } game_text { "targetname" "enemytext" "color" "255 255 65" "color2" "0 0 0" "holdtime" "36000" "fxtime" "2.3" // how "spawnflags" "1" "channel" 2 "effect" 2 "x" "0.1" "y" "0.1" // mess with later to find proper spot } game_text { "targetname" "poweruptext" "color" "255 255 255" "color2" "255 255 255" "holdtime" "36000" "spawnflags" "1" "channel" 3 "x" "0.27" "y" "0.9" } math_counter { "targetname" "roundcounter" "max" "255" // lol you'll never get to round 255 "outvalue" "roundformat,$setkey$case01,,0,-1" "OutValue" "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveCount,,0,-1" // test "outvalue" "gameoverformat,$setkey$case01,,0,-1" } math_counter { "targetname" "enemycounter" "startvalue" 0 "min" 0 "max" "26" "outvalue" "enemyformat,$setkey$case01,,0,-1" } logic_case { "targetname" "enemyformat" "case16" "% active enemies" "ondefault" "enemytext,$setkey$message,,0,-1" "ondefault" "enemytext,display,0,0,-1" } logic_case { "targetname" "roundformat" "case16" "Round %" // who knows, maybe this is how it works // "ondefault" "roundtext,$setkey$message,,0,-1" // "ondefault" "roundtext,display,0,0,-1" } logic_relay { "targetname" "realtimer" "spawnflags" "2" "ontrigger" "roundformat,$format,,0.01,-1" "OnUser2" "gameoverformat,$format,,0.01,-1" } logic_relay { "targetname" "relay_enemycount_add" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.05,-1" "ontrigger" "enemyformat,$format,,0.25,-1" "ontrigger" "enemycounter,add,1,,-1" } logic_relay { "targetname" "relay_enemycount_subtract" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.05,-1" "ontrigger" "enemyformat,$format,,0.25,-1" "ontrigger" "enemycounter,subtract,1,,-1" } logic_relay { "targetname" "relay_enemycount_reset" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.01,-1" "ontrigger" "enemycounter,setvalue,0,,-1" } } DoublePointsSpawner { NoFixup 1 env_entity_maker { targetname "DoublePoints_spawner" EntityTemplate "DoublePointsDrop" } } DoublePointsDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\items\target_duck.mdl" solid 0 modelscale 0.8 origin "0 0 10" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateDoublePoints,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } FireSaleSpawner { NoFixup 1 env_entity_maker { targetname "FireSale_spawner" EntityTemplate "FireSaleDrop" } ambient_generic { health 7 message #*shadows/gallery_music.mp3 radius 20 spawnflags 49 targetname firesale_music } } FireSaleDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\props_doomsday\australium_container.mdl" solid 0 modelscale 1 origin "0 0 24" angles "0 0 45" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateFireSale,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } InstakillSpawner { NoFixup 1 env_entity_maker { targetname "Instakill_spawner" EntityTemplate "InstakillDrop" } } InstakillDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\props_mvm\mvm_human_skull.mdl" solid 0 modelscale 2.3 origin "0 0 24" angles "-15 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateInstakill,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } NukeSpawner { NoFixup 1 env_entity_maker { targetname "Nuke_spawner" EntityTemplate "NukeDrop" } } NukeDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } info_particle_system { effect_name taunt_demo_nuke_shroomcloud targetname powerup_particlenuke start_active 0 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models/props_trainyard/cart_bomb_separate.mdl" solid 0 modelscale 0.5 origin "0 0 32" angles "-45 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "powerup_particlenuke,Start,,-1" OnStartTouchAll "powerup_particlenuke,Kill,,10,-1" OnStartTouchAll "popscript,$ActivateNuke,,-1" "OnStartTouchAll" "hologram_nuke,Disable,,-1" "OnStartTouchAll" "hologram_nuke_snd,PlaySound,,-1" "OnStartTouchAll" "nuke_shake,StartShake,,-1" "OnStartTouchAll" "nuke_fade,Fade,,-1" // "OnStartTouchAll" "hologram_nuke_hurt,Enable,,0,-1" // "OnStartTouchAll" "hologram_nuke_hurt,Disable,,0.7,-1" "OnStartTouchAll" "powerup_timer,Enable,,-1" "OnStartTouchAll" "plate,skin,0,-1" "OnStartTouchAll" "!activator,$AddCurrency,400,3,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } env_shake { amplitude 16 duration 3 frequency 40 radius 48 spawnflags 1 targetname nuke_shake } env_fade { targetname nuke_fade duration 1.3 spawnflags 1 rendercolor "255 255 255" } ambient_generic { health 10 message )misc/doomsday_missile_explosion.wav radius 20 pitch 100 spawnflags 49 targetname hologram_nuke_snd } trigger_hurt { damage 4500 spawnflags 1 mins "-9999 -9999 -9999" maxs "9999 9999 9999" startdisabled 1 targetname hologram_nuke_hurt filtername filter_notred origin "0 0 0" } filter_activator_tfteam { targetname filter_notred teamnum 2 negated 1 // anyone who isnt red passes } } MaxAmmoSpawner { NoFixup 1 env_entity_maker { targetname "MaxAmmo_spawner" EntityTemplate "MaxAmmoDrop" } } MaxAmmoDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\items\ammopack_large.mdl" solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateMaxAmmo,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } BonusPointsSpawner { NoFixup 1 env_entity_maker { targetname "BonusPoints_spawner" EntityTemplate "BonusPointsDrop" } } BonusPointsDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\items\currencypack_large.mdl" solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateBonusPoints,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } DumpsterSpawner { NoFixup 1 env_entity_maker { targetname "dumpster_spawner1" EntityTemplate "DumpsterBoxRewrite1" } env_entity_maker { targetname "dumpster_spawner2" EntityTemplate "DumpsterBoxRewrite2" angles "0 270 0" } env_entity_maker { targetname "dumpster_spawner3" EntityTemplate "DumpsterBoxRewrite3" } env_entity_maker { targetname "dumpster_spawner4" EntityTemplate "DumpsterBoxRewrite4" angles "0 180 0" } env_entity_maker { targetname "dumpster_spawner5" EntityTemplate "DumpsterBoxRewrite5" } point_teleport { targetname dumpster_tele_1 origin "447 -2322 8" angles "0 0 0" } point_teleport { targetname dumpster_tele_2 origin "-399 -1380 -1" angles "0 270 0" } point_teleport { targetname dumpster_tele_3 origin "986 1338 96" angles "0 0 0" } point_teleport { targetname dumpster_tele_4 origin "-788 1016 -1" angles "0 180 0" } point_teleport { targetname dumpster_tele_5 origin "-548 -2216 3" angles "0 0 0" } point_teleport { targetname dumpster_tele_out origin "-512 -25 -1008" angles "0 0 0" } } DumpsterBoxRewrite1 { NoFixup 1 prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop1 parentname dumpster_prop1 } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff1 parentname dumpster_prop1 } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam1 parentname dumpster_prop1 } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 180 0" spawnflags 1 speed 512 targetname dumpster_push1 mins "-32 -66 -16" maxs "12 66 64" } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop1 } prop_dynamic { targetname dumpster_lid1 origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor1 } func_door_rotating // open up! { targetname dumpster_rotdoor1 parentname dumpster_prop1 origin "24 -24 59" // 28 -2 64 ?? distance 90 speed 160 wait -1 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } trigger_multiple { origin "0 0 50" targetname dumpster_msg1 parentname dumpster_prop1 filtername filter_redteam spawnflags 1 mins "-72 -74 -64" maxs "40 74 96" } light_dynamic { origin "0 0 20" targetname dumpster_light1 parentname dumpster_prop1 _light "255 200 0 275" distance 75 brightness 10 spawnflags 1 } info_particle_system { origin "0 0 0" effect_name utaunt_beams_yellow targetname dumpster_particles1 parentname dumpster_prop1 } prop_dynamic { targetname dumpster_weapon1 parentname dumpster_train1 model "models\weapons\w_models\w_medigun.mdl" solid 0 } path_track { origin "-4 0 20" targetname dumpster_track11 parentname dumpster_prop1 target dumpster_track21 OnPass "dumpster_train1,Stop,,0,-1" } path_track { origin "-4 0 64" targetname dumpster_track21 parentname dumpster_prop1 target dumpster_track11 OnPass "dumpster_train1,Stop,,0,-1" } func_tracktrain { targetname dumpster_train1 parentname dumpster_prop1 target dumpster_track11 orientationtype 0 velocitytype 2 solid 0 speed 0 startspeed 90 mins "-4 -4 -4" maxs "4 4 4" angles "90 0 90" spawnflags 8 } ambient_generic { health 10 message "shadows\mystery_jingle.mp3" radius 11000 spawnflags 48 targetname dumpster_jingle1 parentname dumpster_prop1 } ambient_generic { health 10 message "misc/halloween/merasmus_appear.wav" radius 11000 spawnflags 48 targetname dumpster_appear1 parentname dumpster_prop1 } ambient_generic { health 10 message "misc/halloween/merasmus_disappear.wav" radius 11000 spawnflags 48 targetname dumpster_disappear1 parentname dumpster_prop1 } } DumpsterBoxRewrite2 { NoFixup 1 prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop2 parentname dumpster_prop2 } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff2 parentname dumpster_prop2 } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam2 parentname dumpster_prop2 } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 180 0" spawnflags 1 speed 512 targetname dumpster_push2 mins "-32 -66 -16" maxs "12 66 64" } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop2 } prop_dynamic { targetname dumpster_lid2 origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor2 } func_door_rotating // open up! { targetname dumpster_rotdoor2 parentname dumpster_prop2 origin "24 -24 59" // 28 -2 64 ?? distance 90 speed 160 wait -1 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } trigger_multiple { origin "0 0 50" targetname dumpster_msg2 parentname dumpster_prop2 filtername filter_redteam spawnflags 1 mins "-72 -74 -64" maxs "40 74 96" } light_dynamic { origin "0 0 20" targetname dumpster_light2 parentname dumpster_prop2 _light "255 200 0 275" distance 75 brightness 10 spawnflags 1 } info_particle_system { origin "0 0 0" effect_name utaunt_beams_yellow targetname dumpster_particles2 parentname dumpster_prop2 } prop_dynamic { targetname dumpster_weapon2 parentname dumpster_train2 model "models\weapons\w_models\w_medigun.mdl" solid 0 } path_track { origin "-4 0 20" targetname dumpster_track12 parentname dumpster_prop2 target dumpster_track22 OnPass "dumpster_train2,Stop,,0,-1" } path_track { origin "-4 0 64" targetname dumpster_track22 parentname dumpster_prop2 target dumpster_track12 OnPass "dumpster_train2,Stop,,0,-1" } func_tracktrain { targetname dumpster_train2 parentname dumpster_prop2 target dumpster_track12 orientationtype 0 velocitytype 2 solid 0 speed 0 startspeed 90 mins "-4 -4 -4" maxs "4 4 4" angles "90 0 90" spawnflags 8 } ambient_generic { health 10 message "shadows\mystery_jingle.mp3" radius 11000 spawnflags 48 targetname dumpster_jingle2 parentname dumpster_prop2 } ambient_generic { health 10 message "misc/halloween/merasmus_appear.wav" radius 11000 spawnflags 48 targetname dumpster_appear2 parentname dumpster_prop2 } ambient_generic { health 10 message "misc/halloween/merasmus_disappear.wav" radius 11000 spawnflags 48 targetname dumpster_disappear2 parentname dumpster_prop2 } } DumpsterBoxRewrite3 { NoFixup 1 prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop3 parentname dumpster_prop3 } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff3 parentname dumpster_prop3 } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam3 parentname dumpster_prop3 } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 180 0" spawnflags 1 speed 512 targetname dumpster_push3 mins "-32 -66 -16" maxs "12 66 64" } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop3 } prop_dynamic { targetname dumpster_lid3 origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor3 } func_door_rotating // open up! { targetname dumpster_rotdoor3 parentname dumpster_prop3 origin "24 -24 59" // 28 -2 64 ?? distance 90 speed 160 wait -1 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } trigger_multiple { origin "0 0 50" targetname dumpster_msg3 parentname dumpster_prop3 filtername filter_redteam spawnflags 1 mins "-72 -74 -64" maxs "40 74 96" } light_dynamic { origin "0 0 20" targetname dumpster_light3 parentname dumpster_prop3 _light "255 200 0 275" distance 75 brightness 10 spawnflags 1 } info_particle_system { origin "0 0 0" effect_name utaunt_beams_yellow targetname dumpster_particles3 parentname dumpster_prop3 } prop_dynamic { targetname dumpster_weapon3 parentname dumpster_train3 model "models\weapons\w_models\w_medigun.mdl" solid 0 } path_track { origin "-4 0 20" targetname dumpster_track13 parentname dumpster_prop3 target dumpster_track23 OnPass "dumpster_train3,Stop,,0,-1" } path_track { origin "-4 0 64" targetname dumpster_track23 parentname dumpster_prop3 target dumpster_track13 OnPass "dumpster_train3,Stop,,0,-1" } func_tracktrain { targetname dumpster_train3 parentname dumpster_prop3 target dumpster_track13 orientationtype 0 velocitytype 2 solid 0 speed 0 startspeed 90 mins "-4 -4 -4" maxs "4 4 4" angles "90 0 90" spawnflags 8 } ambient_generic { health 10 message "shadows\mystery_jingle.mp3" radius 11000 spawnflags 48 targetname dumpster_jingle3 parentname dumpster_prop3 } ambient_generic { health 10 message "misc/halloween/merasmus_appear.wav" radius 11000 spawnflags 48 targetname dumpster_appear3 parentname dumpster_prop3 } ambient_generic { health 10 message "misc/halloween/merasmus_disappear.wav" radius 11000 spawnflags 48 targetname dumpster_disappear3 parentname dumpster_prop3 } } DumpsterBoxRewrite4 { NoFixup 1 prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop4 parentname dumpster_prop4 } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff4 parentname dumpster_prop4 } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam4 parentname dumpster_prop4 } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 180 0" spawnflags 1 speed 512 targetname dumpster_push4 mins "-32 -66 -16" maxs "12 66 64" } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop4 } prop_dynamic { targetname dumpster_lid4 angles "0 0 0" origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor4 } func_door_rotating // open up! { targetname dumpster_rotdoor4 parentname dumpster_prop4 origin "-24 -24 59" // 28 -2 64 ?? angles "0 0 0" distance 90 speed 160 wait -1 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } trigger_multiple { origin "0 0 50" targetname dumpster_msg4 parentname dumpster_prop4 filtername filter_redteam spawnflags 1 mins "-72 -74 -64" maxs "40 74 96" } light_dynamic { origin "0 0 20" targetname dumpster_light4 parentname dumpster_prop4 _light "255 200 0 275" distance 75 brightness 10 spawnflags 1 } info_particle_system { origin "0 0 0" effect_name utaunt_beams_yellow targetname dumpster_particles4 parentname dumpster_prop4 } prop_dynamic { targetname dumpster_weapon4 parentname dumpster_train4 model "models\weapons\w_models\w_medigun.mdl" solid 0 } path_track { origin "-4 0 20" targetname dumpster_track14 parentname dumpster_prop4 target dumpster_track24 OnPass "dumpster_train4,Stop,,0,-1" } path_track { origin "-4 0 64" targetname dumpster_track24 parentname dumpster_prop4 target dumpster_track14 OnPass "dumpster_train4,Stop,,0,-1" } func_tracktrain { targetname dumpster_train4 parentname dumpster_prop4 target dumpster_track14 orientationtype 0 velocitytype 2 solid 0 speed 0 startspeed 90 mins "-4 -4 -4" maxs "4 4 4" angles "90 0 90" spawnflags 8 } ambient_generic { health 10 message "shadows\mystery_jingle.mp3" radius 11000 spawnflags 48 targetname dumpster_jingle4 parentname dumpster_prop4 } ambient_generic { health 10 message "misc/halloween/merasmus_appear.wav" radius 11000 spawnflags 48 targetname dumpster_appear4 parentname dumpster_prop4 } ambient_generic { health 10 message "misc/halloween/merasmus_disappear.wav" radius 11000 spawnflags 48 targetname dumpster_disappear4 parentname dumpster_prop4 } } DumpsterBoxRewrite5 { NoFixup 1 prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop5 parentname dumpster_prop5 } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff5 parentname dumpster_prop5 } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam5 parentname dumpster_prop5 } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 180 0" spawnflags 1 speed 512 targetname dumpster_push5 mins "-32 -66 -16" maxs "12 66 64" } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop5 } prop_dynamic { targetname dumpster_lid5 origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor5 } func_door_rotating // open up! { targetname dumpster_rotdoor5 parentname dumpster_prop5 origin "24 -24 59" // 28 -2 64 ?? distance 90 speed 160 wait -1 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } trigger_multiple { origin "0 0 50" targetname dumpster_msg5 parentname dumpster_prop5 filtername filter_redteam spawnflags 1 mins "-72 -74 -64" maxs "40 74 96" } light_dynamic { origin "0 0 20" targetname dumpster_light5 parentname dumpster_prop5 _light "255 200 0 275" distance 75 brightness 10 spawnflags 1 } info_particle_system { origin "0 0 0" effect_name utaunt_beams_yellow targetname dumpster_particles5 parentname dumpster_prop5 } prop_dynamic { targetname dumpster_weapon5 parentname dumpster_train5 model "models\weapons\w_models\w_medigun.mdl" solid 0 } path_track { origin "-4 0 20" targetname dumpster_track15 parentname dumpster_prop5 target dumpster_track25 OnPass "dumpster_train5,Stop,,0,-1" } path_track { origin "-4 0 64" targetname dumpster_track25 parentname dumpster_prop5 target dumpster_track15 OnPass "dumpster_train5,Stop,,0,-1" } func_tracktrain { targetname dumpster_train5 parentname dumpster_prop5 target dumpster_track15 orientationtype 0 velocitytype 2 solid 0 speed 0 startspeed 90 mins "-4 -4 -4" maxs "4 4 4" angles "90 0 90" spawnflags 8 } ambient_generic { health 10 message "shadows\mystery_jingle.mp3" radius 11000 spawnflags 48 targetname dumpster_jingle5 parentname dumpster_prop5 } ambient_generic { health 10 message "misc/halloween/merasmus_appear.wav" radius 11000 spawnflags 48 targetname dumpster_appear5 parentname dumpster_prop5 } ambient_generic { health 10 message "misc/halloween/merasmus_disappear.wav" radius 11000 spawnflags 48 targetname dumpster_disappear5 parentname dumpster_prop5 } } DumpsterBox // check out this gun I found in the dumpster { NoFixup 1 OnSpawnOutput { Target dumpster_warp_roulette Action PickRandomShuffle } $filter_sendprop { targetname filter_dumpstermoney $name m_nCurrency negated 0 $value 950 $compare "greater than or equal" OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" // testing } filter_multi { targetname filter_dumpstermulti filtertype 0 negated 0 filter01 filter_dumpstermoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } filter_damage_type // OOPS THIS KILLS THE SERVER { targetname filter_melee negated 0 damagetype 134221952 // what the fuck is this number??? } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff parentname dumpster_prop } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam parentname dumpster_prop } trigger_multiple { origin "0 0 50" targetname dumpster_msg parentname dumpster_prop filtername filter_redteam spawnflags 1 mins "-64 -64 -64" maxs "96 96 96" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key to receive a weapon for $950,0,-1" } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 targetname dumpster_push mins "-12 -64 -16" maxs "12 64 16" } logic_relay // you got the dud! { targetname dumpster_dud OnTrigger "!activator,$AddCurrency,950,-1" OnTrigger "player,$PlaySoundToSelf,misc/happy_birthday_tf_10.wav,,0,-1" OnTrigger "dumpsterbutton,Lock,,0,-1" OnTrigger "dumpster_dudprop,Enable,,0,-1" OnTrigger "player,$PlaySoundToSelf,shadows/powerup_dud_03.mp3,1,-1" OnTrigger "dumpster_warp_eff,Start,,3,-1" OnTrigger "dumpster_warp_beam,Stop,,3,-1" OnTrigger "player,$PlaySoundToSelf,misc/halloween/merasmus_disappear.wav,3,-1" OnTrigger "dumpster_tele_out,Teleport,,4,-1" OnTrigger "dumpster_warp_eff,Stop,,4.2,-1" OnTrigger "dumpster_dudprop,Disable,,8,-1" OnTrigger "dumpster_prop,AddOutput,solid 0,9,-1" OnTrigger "dumpster_push,Enable,,24,-1" OnTrigger "dumpster_warp_roulette,PickRandomShuffle,,25,-1" OnTrigger "dumpster_warp_eff,Start,,25,-1" OnTrigger "dumpsterbutton,Unlock,,26,-1" OnTrigger "dumpster_push,Disable,,26,-1" OnTrigger "dumpster_prop,AddOutput,solid 6,26,-1" OnTrigger "player,$PlaySoundToSelf,misc/halloween/merasmus_appear.wav,26,-1" OnTrigger "dumpster_warp_eff,Stop,,27.2,-1" } logic_case { targetname dumpster_warp_roulette OnCase01 "dumpster_tele_1,Teleport,,-1" OnCase01 "dumpster_warp_beam,Start,,-1" OnCase02 "dumpster_tele_2,Teleport,,-1" OnCase02 "dumpster_warp_beam,Start,,-1" OnCase03 "dumpster_tele_3,Teleport,,-1" OnCase03 "dumpster_warp_beam,Start,,-1" OnCase04 "dumpster_tele_4,Teleport,,-1" OnCase04 "dumpster_warp_beam,Start,,-1" OnCase05 "dumpster_tele_5,Teleport,,-1" OnCase05 "dumpster_warp_beam,Start,,-1" } point_teleport { targetname dumpster_tele_out target dumpster_prop origin "-512 -25 -1008" angles "0 0 0" } point_teleport { targetname dumpster_tele_1 target dumpster_prop origin "447 -2322 8" angles "0 0 0" } point_teleport { targetname dumpster_tele_2 target dumpster_prop origin "-399 -1380 -1" angles "0 270 0" } point_teleport { targetname dumpster_tele_3 target dumpster_prop origin "986 1338 96" angles "0 0 0" } point_teleport { targetname dumpster_tele_4 target dumpster_prop origin "-788 1016 -1" angles "0 180 0" } point_teleport { targetname dumpster_tele_5 target dumpster_prop origin "-548 -2216 3" angles "0 0 0" } logic_case { targetname dumpster_case Case01 1 // scout Case02 2 // sniper Case03 3 // soldier Case04 4 // demo Case05 5 // medic Case06 6 // heavy Case07 7 // pyro Case08 8 // spy Case09 9 // engineer OnCase01 "dumpster_picker_scout,PickRandom,,2.5,-1" OnCase02 "dumpster_picker_sniper,PickRandom,,2.5,-1" OnCase03 "dumpster_picker_soldier,PickRandom,,2.5,-1" OnCase04 "dumpster_picker_demo,PickRandom,,2.5,-1" OnCase05 "dumpster_picker_medic,PickRandom,,2.5,-1" OnCase06 "dumpster_picker_heavy,PickRandom,,2.5,-1" OnCase07 "dumpster_picker_pyro,PickRandom,,2.5,-1" OnCase08 "dumpster_picker_spy,PickRandom,,2.5,-1" OnCase09 "dumpster_picker_engie,PickRandom,,2.5,-1" } prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop parentname dumpster_prop } training_annotation { "targetname" "dumpster_hint" "display_text" "Follow the beam of light to find the Weapons Dumpster!" "lifetime" "5" "origin" "0 0 256" //parentname dumpster_prop } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop lightingorigin bombpath_arrows_void } light_dynamic { "_light" "255 249 234 275" distance "512" brightness "1" origin "0 0 36" parentname dumpster_prop } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor lightingorigin bombpath_arrows_void } func_door_rotating // open up! { targetname dumpster_rotdoor parentname dumpster_prop origin "28 -24 60" // 28 -2 64 ?? distance 90 speed 160 wait 5 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } func_button // check player's class when they pass dumpster check { origin "-32 -0 24" targetname dumpsterbutton parentname dumpster_prop damagefilter filter_dumpstermulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 3 sounds 3 mins "-4 -44 -20" maxs "4 44 20" OnPressed "!activator,$PlaySoundToSelf,shadows/mystery_noise.mp3,0,-1" OnPressed "!activator,$RemoveCurrency,950,-1" // testing OnPressed "dumpster_rotdoor,Open,,0,-1" OnPressed "dumpster_case,InValue,$$=!activator.m_iClass,,-1" OnPressed "dumpster_rotdoor,Close,,3.4,-1" } logic_case // test roulette { targetname dumpster_picker_scout OnCase01 "!activator,$AwardAndGiveExtraItem,The Shortstop,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Shortstop!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,The Shortstop,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Shortstop!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,The Force-a-Nature,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Force-a-Nature!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,The Force-a-Nature,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Force-a-Nature!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase13 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase13 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase14 "dumpster_dud,Trigger,-1" } logic_case // test roulette { targetname dumpster_picker_sniper OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1" OnCase13 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase13 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase14 "!activator,$AwardAndGiveExtraItem,The Cleaner's Carbine,-1" OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase14 "!activator,$DisplayTextChat,You've received: The Cleaner's Carbine!,0,-1" OnCase15 "dumpster_dud,Trigger,-1" } logic_case // test roulette { targetname dumpster_picker_soldier OnCase01 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_ROCKETLAUNCHER,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Rocket Launcher!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_ROCKETLAUNCHER,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Rocket Launcher!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,The Cleaner's Carbine,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Cleaner's Carbine!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Cleaner's Carbine,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Cleaner's Carbine!,0,-1" OnCase12 "tgun_check,Test,,-1" OnCase13 "dumpster_dud,Trigger,-1" } logic_case { targetname dumpster_picker_demo OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase12 "dumpster_dud,Trigger,-1" } logic_case // give medic some 'class-specific' shit because of medigun { targetname dumpster_picker_medic OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Scattergun!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Scattergun!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,Primary SMG,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,Primary SMG,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Black Box,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Black Box!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,Das Maschinenpistole,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: Das Maschinenpistole!,0,-1" OnCase13 "dumpster_dud,Trigger,-1" } logic_case { targetname dumpster_picker_heavy OnCase01 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1" OnCase12 "tgun_check,Test,,-1" OnCase13 "dumpster_dud,Trigger,-1" } logic_case { targetname dumpster_picker_pyro OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,The Dragon's Fury,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Dragon's Fury!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,The Dragon's Fury,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Dragon's Fury!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1" OnCase13 "tgun_check,Test,,-1" OnCase14 "dumpster_dud,Trigger,-1" } logic_case // has least amount of things due to how utterly SCUFFED spy is { targetname dumpster_picker_spy OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,Primary Ambassador,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Ambassador!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,Primary Ambassador,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Ambassador!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,Big Iron,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Big Iron!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,Big Iron,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Big Iron!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Winger,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Winger!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,The Winger,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: The Winger!,0,-1" OnCase13 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase13 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase14 "dumpster_dud,Trigger,-1" } logic_case // test roulette { targetname dumpster_picker_engie OnCase01 "!activator,$AwardAndGiveExtraItem,The B.M.M.H,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The B.M.M.H!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PRIMARY,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Scattergun!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PRIMARY,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,The Nostromo Napalmer,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Nostromo Napalmer!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,The Nostromo Napalmer,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Nostromo Napalmer!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase11 "dumpster_dud,Trigger,-1" } } TankTeleport { NoFixup 1 trigger_teleport { targetname tank_warper spawnflags 1 target tank_spawnroulette filtername filter_tank "mins" "-9999 -9999 -9999" "maxs" "9999 9999 9999" } trigger_multiple { targetname tank_spawnroulette spawnflags 1 filtername filter_tank origin "-2168 40 13604" "mins" "-24 -24 -36" "maxs" "24 24 36" OnStartTouchAll "tank_spawn_picker,PickRandomShuffle,,-1" } trigger_bot_tag { targetname tank_spawnroulette spawnflags 1 filtername filter_tank tags swooce add 0 // remove swooce so tank can't get warped twice origin "-2168 40 13604" "mins" "-128 -128 -128" "maxs" "128 128 128" } // tank spawn points filter_tf_bot_has_tag { targetname filter_tank require_all_tags 1 tags swooce Negated "Allow entities that match criteria" } point_teleport { targetname tank_spawn_01 target !activator origin "-2048 -2432 24" } info_particle_system // spawnpoint's particle effect { targetname tank_spawn_01_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-2048 -2432 24" } info_particle_system // spawnpoint's particle effect { targetname tank_spawn_01_eff2 effect_name utaunt_lightning_bolt origin "-2048 -2432 24" } point_teleport { targetname tank_spawn_02 target !activator origin "-352 -3064 8" } info_particle_system { targetname tank_spawn_02_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-352 -3064 8" } info_particle_system { targetname tank_spawn_02_eff2 effect_name utaunt_lightning_bolt origin "-352 -3064 8" } point_teleport { targetname tank_spawn_03 target !activator origin "1376 -945 24" } info_particle_system { targetname tank_spawn_03_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "1376 -945 24" } info_particle_system { targetname tank_spawn_03_eff2 effect_name utaunt_lightning_bolt origin "1376 -945 24" } point_teleport { targetname tank_spawn_04 target !activator origin "1376 1120 16" } info_particle_system { targetname tank_spawn_04_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "1376 1120 16" } info_particle_system { targetname tank_spawn_04_eff2 effect_name utaunt_lightning_bolt origin "1376 1120 16" } point_teleport { targetname tank_spawn_05 target !activator origin "-8 1556 224" } info_particle_system { targetname tank_spawn_05_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-8 1556 224" } info_particle_system { targetname tank_spawn_05_eff2 effect_name utaunt_lightning_bolt origin "-8 1556 224" } point_teleport { targetname tank_spawn_06 target !activator origin "-792 2280 16" } info_particle_system { targetname tank_spawn_06_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-792 2280 16" } info_particle_system { targetname tank_spawn_06_eff2 effect_name utaunt_lightning_bolt origin "-792 2280 16" } point_teleport { targetname tank_spawn_07 target !activator origin "-3136 1272 24" } info_particle_system { targetname tank_spawn_07_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-3136 1272 24" } info_particle_system { targetname tank_spawn_07_eff2 effect_name utaunt_lightning_bolt origin "-3136 1272 24" } point_teleport { targetname tank_spawn_08 target !activator origin "-2296 -264 24" } info_particle_system { targetname tank_spawn_08_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-2296 -264 24" } info_particle_system { targetname tank_spawn_08_eff2 effect_name utaunt_lightning_bolt origin "-2296 -264 24" } logic_case { targetname tank_spawn_picker "OnCase01" "tank_spawn_01_eff1,Start,,-1" "OnCase01" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase01" "tank_spawn_01_eff2,Start,,1.75,-1" "OnCase01" "tank_spawn_01,Teleport,,1.75,-1" "OnCase01" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase01" "tank_spawn_01_eff1,Stop,,1.8,-1" "OnCase01" "tank_spawn_01_eff2,Stop,,2,-1" "OnCase02" "tank_spawn_02_eff1,Start,,-1" "OnCase02" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase02" "tank_spawn_02_eff2,Start,,1.75,-1" "OnCase02" "tank_spawn_02,Teleport,,1.75,-1" "OnCase02" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase02" "tank_spawn_02_eff1,Stop,,1.8,-1" "OnCase02" "tank_spawn_02_eff2,Stop,,2,-1" "OnCase03" "tank_spawn_03_eff1,Start,,-1" "OnCase03" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase03" "tank_spawn_03_eff2,Start,,1.75,-1" "OnCase03" "tank_spawn_03,Teleport,,1.75,-1" "OnCase03" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase03" "tank_spawn_03_eff1,Stop,,1.8,-1" "OnCase03" "tank_spawn_03_eff2,Stop,,2,-1" "OnCase04" "tank_spawn_04_eff1,Start,,-1" "OnCase04" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase04" "tank_spawn_04_eff2,Start,,1.75,-1" "OnCase04" "tank_spawn_04,Teleport,,1.75,-1" "OnCase04" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase04" "tank_spawn_04_eff1,Stop,,1.8,-1" "OnCase04" "tank_spawn_04_eff2,Stop,,2,-1" "OnCase05" "tank_spawn_05_eff1,Start,,-1" "OnCase05" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase05" "tank_spawn_05_eff2,Start,,1.75,-1" "OnCase05" "tank_spawn_05,Teleport,,1.75,-1" "OnCase05" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase05" "tank_spawn_05_eff1,Stop,,1.8,-1" "OnCase05" "tank_spawn_05_eff2,Stop,,2,-1" "OnCase06" "tank_spawn_06_eff1,Start,,-1" "OnCase06" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase06" "tank_spawn_06_eff2,Start,,1.75,-1" "OnCase06" "tank_spawn_06,Teleport,,1.75,-1" "OnCase06" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase06" "tank_spawn_06_eff1,Stop,,1.8,-1" "OnCase06" "tank_spawn_06_eff2,Stop,,2,-1" "OnCase07" "tank_spawn_07_eff1,Start,,-1" "OnCase07" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase07" "tank_spawn_07_eff2,Start,,1.75,-1" "OnCase07" "tank_spawn_07,Teleport,,1.75,-1" "OnCase07" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase07" "tank_spawn_07_eff1,Stop,,1.8,-1" "OnCase07" "tank_spawn_07_eff2,Stop,,2,-1" "OnCase08" "tank_spawn_08_eff1,Start,,-1" "OnCase08" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase08" "tank_spawn_08_eff2,Start,,1.75,-1" "OnCase08" "tank_spawn_08,Teleport,,1.75,-1" "OnCase08" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase08" "tank_spawn_08_eff1,Stop,,1.8,-1" "OnCase08" "tank_spawn_08_eff2,Stop,,2,-1" } } Camera_Crew_Death // roll the cameras when the players die { NoFixup 1 point_viewcontrol { angles "14 206 0" origin "2948 924 518" acceleration 0 deceleration 0 spawnflags 0 targetname camera_gameover_1 parentname camera_spin wait 5 interpolatepositiontoplayer 0 speed 0 } func_rotating { spawnflags 64 maxspeed 1 solidbsp 0 rendermode 10 targetname camera_spin origin "2948 924 518" } game_text { "targetname" "gameovertext" "color" "222 222 222" "color2" "240 110 0" // scan color "fxtime" "8" // how "holdtime" "30" "spawnflags" "1" "channel" 4 "effect" 2 "x" "0.4" "y" "0.37" } logic_case { "targetname" "gameoverformat" "case16" "You survived % waves" // who knows, maybe this is how it works "ondefault" "gameovertext,$setkey$message,,0,-1" "ondefault" "gameovertext,display,0,0,-1" } point_viewcontrol { angles "23 298 0" origin "-2349 1008 479" acceleration 0 deceleration 0 spawnflags 0 targetname camera_gameover_2 wait 5 parentname camera_spin_2 interpolatepositiontoplayer 0 speed 0 } func_rotating { spawnflags 66 maxspeed 1 solidbsp 0 rendermode 10 targetname camera_spin_2 origin "-2349 1008 479" } env_fade // make the transition less abrupt { targetname fade_out duration 2 holdtime 0.5 rendercolor "0 0 0" // 100% black } env_fade { targetname fade_in duration 2 holdtime 0.5 spawnflags 1 rendercolor "0 0 0" } point_populator_interface { targetname populator } logic_relay { targetname gameover startdisabled 1 // stop going off too early // "OnTrigger" "roundtext,AddOutput,color 0 0 0:3:-1" "OnTrigger" "youwin,Disable,,1.5,-1" "OnTrigger" "LMA,Disable,,3,-1" "OnTrigger" "populator,PauseBotSpawning,,3,-1" "OnTrigger" "player,$PlaySequence,victory,3,-1" "OnTrigger" "bossstage_start,CancelPending,,3,-1" "OnTrigger" "bossstage_start_tread,CancelPending,,3,-1" "OnTrigger" "stage_clear_finale,CancelPending,,3,-1" "OnTrigger" "stage_clear,CancelPending,,3,-1" "OnTrigger" "player,$DisplayTextCenter,Game over,3,-1" "OnTrigger" "roundformat,FireUser2,,3,-1" "OnTrigger" "realtimer,FireUser2,,3,-1" "OnTrigger" "realtimer,FireUser2,,3.7,-1" "OnTrigger" "finale_snd,volume,0,3,-1" "OnTrigger" "bossfight_snd,volume,0,3,-1" "OnTrigger" "tankround_snd,volume,0,3,-1" "OnTrigger" "fail_snd,PlaySound,,3,-1" "OnTrigger" "fade_out,Fade,,6,-1" "OnTrigger" "camera_gameover_1,$EnableAll,,8,-1" "OnTrigger" "entity_revive_marker,Kill,,8,-1" "OnTrigger" "camera_spin,start,,8,-1" "OnTrigger" "player,$PlaySequence,victoryb,8,-1" "OnTrigger" "fade_in,Fade,,8,-1" "OnTrigger" "fade_out,Fade,,13,-1" "OnTrigger" "camera_spin,stop,,15,-1" "OnTrigger" "camera_gameover_2,$EnableAll,,15,-1" "OnTrigger" "camera_spin_2,start,,15,-1" "OnTrigger" "player,$PlaySequence,victory,15,-1" "OnTrigger" "fade_in,Fade,,15,-1" "OnTrigger" "bots_win,RoundWin,,18.5,-1" } logic_relay { targetname youwin // "OnTrigger" "roundtext,AddOutput,color 0 0 0:0:-1" "OnTrigger" "finale_snd,volume,0,0,-1" "OnTrigger" "player,$DisplayTextCenter,Game over,0,-1" "OnTrigger" "gameover,Disable,,-1" "OnTrigger" "roundformat,FireUser2,,0,-1" "OnTrigger" "realtimer,FireUser2,,0,-1" "OnTrigger" "realtimer,FireUser2,,0.7,-1" "OnTrigger" "win_snd,PlaySound,,0,-1" "OnTrigger" "fade_out,Fade,,13,-1" "OnTrigger" "camera_gameover_1,$EnableAll,,15,-1" "OnTrigger" "entity_revive_marker,Kill,,15,-1" "OnTrigger" "camera_spin,start,,15,-1" "OnTrigger" "fade_in,Fade,,15,-1" "OnTrigger" "fade_out,Fade,,20,-1" "OnTrigger" "camera_spin,stop,,22,-1" "OnTrigger" "camera_gameover_2,$EnableAll,,22,-1" "OnTrigger" "camera_spin_2,start,,22,-1" "OnTrigger" "fade_in,Fade,,22,-1" "OnTrigger" "hologram_nuke_hurt,Enable,,25.5,-1" "OnTrigger" "camera_spin_2,stop,,32,-1" } } FrearmPT // bodygroup shit { OnSpawnOutput { Target !activator Action $giveitem Param "Secondary Revolver" } } ThundergunPT { OnSpawnOutput { Target thundergun_effect Action Start } OnSpawnOutput { Target thundergun_hurt Action $SetOwner Param !activator } OnSpawnOutput { Target thundergun* Action Kill Delay 0.35 } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 90 90" } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 65 90" } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 115 90" } trigger_hurt { damage 5000 damagetype 4194304 targetname thundergun_hurt spawnflags 1 nodmgforce 0 filtername filter_blueteam mins "-128 -48 -24" maxs "128 48 24" } } Thundergun_2PT { OnSpawnOutput { Target thundergun_effect Action Start } OnSpawnOutput { Target thundergun_hurt Action $SetOwner Param !activator } OnSpawnOutput { Target thundergun* Action Kill Delay 0.35 } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 90 90" } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 65 90" } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 115 90" } trigger_hurt { damage 9750 damagetype 4194304 targetname thundergun_hurt spawnflags 1 nodmgforce 0 filtername filter_blueteam mins "-128 -48 -24" maxs "128 96 24" } } MedicbagPT { dispenser_touch_trigger { spawnflags 1 targetname "medicbag_aoe" origin "0 0 0" mins "-128 -128 -36" maxs "128 128 36" } mapobj_cart_dispenser { spawnflags 12 origin "0 -12 0" targetname medicbag_dispbeam TeamNum 2 touch_trigger medicbag_aoe } trigger_multiple { spawnflags 1 filtername filter_notred origin "0 0 0" mins "-128 -128 -36" maxs "128 128 36" OnStartTouchAll "medicbag_aoe,Disable,,-1" OnEndTouchAll "medicbag_aoe,Enable,,3,-1" } } } PlayerSpawnTemplate "PlayerTracker" SpawnTemplate "corelogic" SpawnTemplate "DummyMachines" SpawnTemplate "Spawn_things" SpawnTemplate "PlayersLeftLogic" SpawnTemplate "tutorial" SpawnTemplate "BuildingBlocks" //SpawnTemplate "Plate_Big" SpawnTemplate "Camera_Crew_Death" SpawnTemplate "DumpsterSpawner" PlayerSpawnTemplate { Name MedicbagPT Class Medic Bone "prp_backpack" //Player bone where the template would be positioned } PlayerShootTemplate { Name ThundergunPT // OverrideShoot 1 Offset "36 0 0" ItemName "Thunder Gun" } PlayerShootTemplate { Name Thundergun_2PT // OverrideShoot 1 Offset "36 0 0" ItemName "Zeus Cannon" } Templates { T_Easteregg_Demo { Class Demoman Skill Hard Health 500 DesiredAttackRange 800 AddCond { Name "TF_COND_REPROGRAMMED" } Item "Double Barrel" WeaponSwitch { Type Primary IfHealthAbove 300 } WeaponSwitch { Type Secondary IfHealthBelow 300 } } T_Zombie_Heavy { Class Heavy Skill Expert Health 150 // base hp, goes up 100 per round, becomes +10% mult after round 9. bring a calculator! WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Zombie CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "BRAINS" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "voice pitch scale" 0.85 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 } } T_Zombie_Sniper // there's just one now, ease up on the sound overrides (people MIGHT crash less now) { Class Sniper Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Zombie Item "Ritzy Rick's Hair Fixative" Item "BRAINS" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "increased jump height" 1.3 "voice pitch scale" 1.1 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 } } T_Zombie_Soldier { Class Soldier Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Zombie CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "The Zipperface" Item "BRAINS" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 } } T_Zombie_Demo { Class Demoman Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Zombie CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "BRAINS" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "dmg taken from fire reduced" 1.05 "voice pitch scale" 0.9 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 } } T_Zombie_Medic { Class Medic Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Zombie // Item "BRAINS" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" // VoiceCommand // { // Delay 2 // Cooldown 5.8 // Repeats 0 // Type "Battle cry" // } ItemAttributes { ItemName TF_WEAPON_BONESAW "damage bonus HIDDEN" 0.62 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "custom kill icon" unarmed_combat } CharacterAttributes { "cancel falling damage" 1 "move speed penalty" 0.875 "dmg taken from fire reduced" 1.05 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 } } T_Zombie_Special_Exploder { Class Engineer Skill Expert Health 225 Action SuicideBomber Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings ClassIcon sentry_buster // StripItemSlot 1 StripItemSlot 2 Scale 1 NoIdleSound 1 Name "Tomb Detonator" Item "Employee Badge A" SpawnTemplate "EnemyTracker" Tag bigguyalert ItemModel { ItemName "Employee Badge A" Model "models\props_lakeside_event\bomb_temp.mdl" } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_PRIMARY "gesture speed increase" 1.25 "is invisible" 1 "custom kill icon" ullapool_caber_explosion } CharacterAttributes { "voice pitch scale" 0 "cancel falling damage" 1 "torso scale" 0 "increased jump height" 1.3 "cannot be sapped" 1 "cannot be backstabbed" 1 "damage force reduction" 0 "mult stun resistance" 0 // "bombinomicon effect on death" 1 "airblast vulnerability multiplier" 0 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken mult from special damage type 1" -1 } } T_Zombie_Special_Burner { Class Soldier Skill Expert Health 5200 // testin only, normally should not have this much Action Mobber Attributes MiniBoss Attributes DisableDodge Attributes AlwaysFireWeapon WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings ClassIcon soldier_shovel_ignited StripItemSlot 0 StripItemSlot 1 Scale 1 NoIdleSound 1 Item "The Space Bracers" Name "Burning Man" DeathSound =80|player\flame_out.wav SpawnTemplate "EnemyTracker" Sequence { Name run_LOSER Cooldown 0.5 Delay 2 Repeats 0 } VoiceCommand { Delay 2 Cooldown 1.25 Repeats 0 Type "No" } FireInput { Target "!activator" Action "$IgnitePlayerDuration" Param "8" Delay 1 Cooldown 8 Repeats 0 } ItemAttributes { ItemName "The Space Bracers" "attach particle effect" 2 } ItemAttributes { ItemName TF_WEAPON_SHOVEL "gesture speed increase" 0 "is invisible" 1 "fire rate penalty" 0.3 "damage bonus" 0.08 "Set DamageType Ignite" 1 "bombinomicon effect on death" 1 "custom impact sound" misc/null.wav "custom kill icon" firedeath "ragdolls become ash" 1 } CharacterAttributes { "move speed bonus" 1.5 "voice pitch scale" 0.9 "cancel falling damage" 1 "increased jump height" 1.3 "cannot be sapped" 1 "attach particle effect" 2 // "fire retardant" 1 // "dmg taken from fire reduced" 0.2 "mult stun resistance" 0 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken mult from special damage type 1" -1 } } T_Zombie_Special_Hulk { Class Heavy Skill Expert StripItem "Zombie Heavy" StripItemSlot 0 Name "Tank" Health 8000 // only %hp increase Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings Action Mobber Tag bigguyalert Tag swooce UseMeleeThreatPrioritization 1 ClassIcon heavy_zombie_arm2_lite UseCustomModel "models\kirillian\infected\hank_v4.mdl" StripItem "Zombie Heavy" Skin 1 NoIdleSound 1 AdditionalStepSound "=80|player/footsteps/giant2.wav" DeathSound shadows\tank_death_01.mp3 SpawnTemplate "EnemyTracker" SpawnTemplate "Hulk_PT" WeaponSwitch { Delay 1 Cooldown 30 Repeats 1 Type "Melee" } VoiceCommand { Delay 2 Cooldown 4.2 Repeats 0 IfNoTarget 1 Type "Move Up" } VoiceCommand { Delay 1 Cooldown 3 Repeats 0 IfSeeTarget 1 Type "Cheers" } ItemAttributes { ItemName TF_WEAPON_FISTS "provide on active" 1 "damage bonus" 2 "dmg bonus vs buildings" 4444 "damage causes airblast" 1 "apply z velocity on damage" 160 "apply look velocity on damage" 1024 "fire rate bonus" 2 "custom impact sound" shadows/tank_punch_1.mp3 "deploy time decreased" 3 "alt-fire disabled" 1 // stop punching until you're actually close "melee range multiplier" 1.4 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "provide on active" 1 "custom item model" models\props_forest\cliff_wall_09a.mdl "attachment name" "debris" "single wep deploy time increased" 1.5 "override projectile type" 2 "fire rate bonus" 20 "no_jump" 1 "reload full clip at once" 1 "faster reload rate" -0.8 "dmg pierces resists absorbs" 1 "custom projectile model" models\props_forest\cliff_wall_09a.mdl "damage bonus" 16.7 "dmg bonus vs buildings" 4444 "custom impact sound" =100|shadows/thrown_projectile_hit_01.mp3 "custom weapon fire sound" misc/null.wav "projectile gravity" 150 "projectile speed increased" 1.5 "blast radius increased" 1.25 "custom kill icon" mailbox "rocket specialist" 1 "penetrate teammates" 1 // throw through teammates "mult_player_movespeed_active" 0 // stop moving when throwing rocks! } CharacterAttributes { "voice pitch scale" 1 "cancel falling damage" 1 "override footstep sound set" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "mult stun resistance" 0 "dmg from ranged reduced" 0.75 "dmg taken mult from special damage type 1" -1 "cannot be sapped" 1 "no_duck" 1 "increased jump height" 1.3 "move speed penalty" 1.05 "dmg taken from crit reduced" 0.5 } } T_Zombie_Special_Grappler { Class Sniper Skill Expert Health 300 Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon sniper_smoker ExtAttr IgnoreBuildings MaxVisionRange 1000 Scale 1 NoIdleSound 1 StripItem "Zombie Sniper" Item "The Huntsman" // Item BRAINS Name "Grappler Zombie" UseCustomModel "models\kirillian\infected\wanker_v4.mdl" DeathSound =80|shadows\smoker_death.mp3 SpawnTemplate "EnemyTracker" VoiceCommand { Delay 5 Cooldown 3.6 Repeats 0 Type "Go" } WeaponSwitch { Delay 1 Cooldown 0 Repeats 1 Type "Melee" } WeaponSwitch { Delay 3 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Primary" } Sequence { Delay 4 Cooldown 10 Repeats 0 IfSeeTarget 1 Name tongue_attack_grab_survivor } WeaponSwitch { Delay 6 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Melee" } ItemAttributes { ItemName "The Huntsman" "is invisible" 1 "override projectile type" 26 // hook "fire rate bonus" 1.5 "attachment offset" "0 0 48" "custom weapon fire sound" =80|shadows/smoker_launchtongue_02.mp3 "applies snare effect" 0.3 "apply look velocity on damage" 400 "dmg penalty vs players" 5 } ItemAttributes { ItemName TF_WEAPON_CLUB "damage bonus HIDDEN" 0.62 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "custom kill icon" unarmed_combat } CharacterAttributes { "move speed bonus" 0.7 // "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "mult stun resistance" 0 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken mult from special damage type 1" -1 } } T_Zombie_Special_Crawler // he flops and he hops { Class Scout Skill Expert Health 225 StripItem "Zombie Scout" StripItemSlot 0 StripItemSlot 1 Action Mobber Attributes MiniBoss ExtAttr IgnoreBuildings DesiredAttackRange 50 Name "Crawler Zombie" Tag crawler ClassIcon scunter UseCustomModel "models\kirillian\infected\scunter_v4.mdl" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Scale 1 NoIdleSound 1 NoCrouchButtonRelease 1 SpawnTemplate "Crawler_PT" FireWeapon // 14 second intervals { Delay 0 Cooldown 14 Repeats 0 Duration 7 Type Crouch } FireWeapon { Delay 13.8 Cooldown 14 Repeats 0 Duration 0.5 Type Jump } Sequence { Delay 14 Cooldown 14 Repeats 0 Name pounce_idle_low } ItemAttributes { ItemName TF_WEAPON_BAT "damage bonus HIDDEN" 0.77 "is invisible" 1 "fire rate penalty" 1.4 "custom impact sound" Weapon_Fist.HitFlesh "alt-fire disabled" 1 // for heavy AI "custom kill icon" unarmed_combat } CharacterAttributes { "move speed bonus" 0.7 "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "mult stun resistance" 0 "voice pitch scale" 0 "increased jump height" 1.5 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken mult from special damage type 1" -1 } } T_Zombie_Special_Superfist { Class Demoman Skill Expert Health 500 StripItem "Zombie Demo" StripItemSlot 0 Action Mobber Attributes MiniBoss // DesiredAttackRange 50 ExtAttr IgnoreBuildings Name "Bruiser Zombie" ClassIcon demo_superfist UseCustomModel "models/kirillian/infected/coomer_v4.mdl" DeathSound =80|shadows/charger_death.mp3 SpawnTemplate "EnemyTracker" SpawnTemplate "Charger_PT" Item "The Chargin' Targe" Scale 1.25 NoIdleSound 1 VoiceCommand { Delay 15 Cooldown 5 Repeats 0 IfNoTarget 1 Type "Move up" } VoiceCommand { Delay 2 Cooldown 4 Repeats 0 IfSeeTarget 1 Type "Negative" } ItemAttributes { ItemName "The Chargin' Targe" "is invisible" 1 "damage causes airblast" 1 "effect add attributes" "no_attack|1" // no slap "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 // negate resistances since players can't see the shield "charge impact damage increased" 1.75 // bigger damage bash when you can't turn at all "mult charge turn control" 2 } ItemAttributes { ItemName TF_WEAPON_BOTTLE "is invisible" 1 "fire rate penalty" 1.3 "damage bonus" 1.2 "custom kill icon" hot_hand "custom impact sound" =80|player/taunt_chest_thump_alt.wav "charge time increased" 2 } CharacterAttributes { // "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "mult stun resistance" 0 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken mult from special damage type 1" -1 } } T_Zombie_Special_Corroder { Class Pyro Skill Expert Health 300 StripItem "Zombie Pyro" Name "Corroder Zombie" StripItemSlot 0 Action Mobber Attributes MiniBoss ExtAttr IgnoreBuildings DesiredAttackRange 50 ClassIcon pyro_spitter Item "The Gas Passer" UseCustomModel "models/kirillian/infected/spyro_v4.mdl" Scale 1.1 Skin 1 NoIdleSound 1 DeathSound =80|shadows/gas_death.mp3 SpawnTemplate "EnemyTracker" VoiceCommand { Delay 15 Cooldown 4 Repeats 0 Type "Jeers" } WeaponSwitch { Delay 1 Cooldown 0 Repeats 1 Type "Melee" } WeaponSwitch // spittin { Delay 2 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Secondary" } Sequence { Delay 2.5 Cooldown 10 Repeats 0 IfSeeTarget 1 Name spitter_spitting } WeaponSwitch { Delay 3.5 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Melee" } ItemAttributes { ItemName tf_weapon_fireaxe "damage bonus HIDDEN" 0.77 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "custom kill icon" unarmed_combat "custom impact sound" Weapon_Fist.HitFlesh } ItemAttributes { ItemName "The Gas Passer" "provide on active" 1 "is invisible" 1 "move speed penalty" 0.5 "mult_item_meter_charge_rate" 0.1 "weapon burn dmg increased" 1.25 "applies snare effect" 0.4 "weapon burn time reduced" 0.6 // so people don't get infinite afterburn from getting spat on constantly "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "custom weapon fire sound" =80|shadows/gas_spit.mp3 "cannot be sapped" 1 "no_jump" 1 } CharacterAttributes { "move speed bonus" 0.7 // "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "mult stun resistance" 0 "increased jump height" 1.3 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken mult from special damage type 1" -1 } } T_Robot_Boss_Treadkill // spawns in round 20 { Class Pyro Name "Giant Treadonator" Skill Hard Attributes MiniBoss Health 77812 // 30000 base hp StripItem "Zombie Pyro" Action Mobber MaxVisionRange 1500 // used for turret ClassIcon tank Tag bigguyalert Attributes UseBossHealthBar Attributes DisableDodge ExtAttr IgnoreBuildings Item "The Conscientious Objector" UseCustomModel "models\bots\soldier\bot_soldier.mdl" UseHumanAnimations 1 SpawnTemplate Soldier_Tank SpawnTemplate "EnemyTracker" ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Default" } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 38900 Name "Aggressive" } EventChangeAttributes { Default { WeaponSwitch // swap to melee quick { Delay 1 Cooldown 0 Repeats 1 Type "Melee" } ItemAttributes { ItemName "The Conscientious Objector" "custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl" "damage bonus" 6 "fire rate bonus" 2 "cancel falling damage" 1 "custom weapon fire sound" =80|shadows/chainsaw_swing.mp3 "custom impact sound" SawMill.BladeImpact "custom kill icon" saw_kill } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_PYRO "single wep deploy time increased" 40 // no!!!!!!! "custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl" } VoiceCommand { Delay 10 Cooldown 30 Repeats 0 IfSeeTarget 1 Type "Battle cry" } FireInput { Target "autotank_turretshoot" Action "Trigger" Delay 10 Cooldown 30 IfSeeTarget 1 Repeats 0 } CharacterAttributes { "voice pitch scale" 0 "move speed bonus" 0.4 "gesture speed increase" 1.33 // sync attack animation better "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "dmg taken mult from special damage type 1" -1 "dmg from ranged reduced" 0.75 "mult stun resistance" 0 "dmg taken from crit reduced" 0.5 } } Aggressive { ItemAttributes { ItemName "The Conscientious Objector" "custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl" "provide on active" 1 "gesture speed increase" 1.33 // sync attack animation better "damage bonus" 6 "fire rate bonus" 2 "cancel falling damage" 1 "custom impact sound" SawMill.BladeImpact "custom weapon fire sound" "=80|shadows/chainsaw_swing.mp3" "custom kill icon" saw_kill } ItemAttributes { ItemName "The Chargin' Targe" // "is invisible" 1 "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 // negate resistances since players can't see the shield "attack not cancel charge" 1 } ItemAttributes { ItemName TF_WEAPON_FLAMETHROWER "single wep deploy time increased" 40 // no!!!!!!! "custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl" } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_PYRO "single wep deploy time increased" 40 // no!!!!!!! "custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl" } CharacterAttributes { "voice pitch scale" 0 "move speed bonus" 0.8 "attach particle effect" 2 "no_jump" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "dmg taken mult from special damage type 1" -1 "dmg from ranged reduced" 0.75 "mult stun resistance" 0 "dmg taken from crit reduced" 0.5 } FireInput { Target "autotank_turretshoot" Action "Trigger" Delay 5 Cooldown 15 IfSeeTarget 1 Repeats 0 } VoiceCommand // scary finger pointing { Delay 5 Cooldown 15 Repeats 0 IfSeeTarget 1 Type "Move up" } WeaponSwitch { Delay 0 Cooldown 0 Repeats 1 Type "Primary" } WeaponSwitch { Delay 3 Cooldown 0 Repeats 1 Type "Melee" } FireInput { Target "autotank_body" Action "SetDefaultAnimation" Param "move_fast" Delay 3 Cooldown 0 Repeats 1 } Taunt // activate rage mode { Delay 0.5 Cooldown 0 Repeats 1 } FireInput { Target "autotank_ragemode" Action "PlaySound" Delay 0.5 Cooldown 0 Repeats 1 } } } } T_Robot_Boss_Battlelord // spawns with tread { Class Heavyweapons Name "Giant Battlelord" ClassIcon soldier_hellmet_lite Skill Hard Health 64843 // 25000 base hp // Scale 2.4 Action Mobber Tag bigguyalert StripItem "Zombie Heavy" Attributes UseBossHealthBar Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 // AimTrackingInterval 0.02 UseCustomModel "models\bots\heavy_boss\bot_heavy_boss.mdl" Attributes MiniBoss SpawnTemplate Heavy_Boss SpawnTemplate "EnemyTracker" EventChangeAttributes { Default { Item "The Hellmet" Item "Big Steel Jaw of Summer Fun" Item "Forgotten King's Pauldrons" Item "Iron Curtain" WeaponRestrictions PrimaryOnly MaxVisionRange 1000 AimOffset "0 0 0" ItemAttributes { ItemName "Iron Curtain" "fire rate penalty" 2 "minigun spinup time increased" 1.5 "bullets per shot bonus" 2 "weapon spread bonus" 1.8 "crit mod disabled" 0 "mod minigun can holster while spinning" 1 "single wep deploy time increased" 2 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "provide on active" 1 "override projectile type" 2 "fire rate bonus" 1.7 "projectile speed increased" 1.7 "damage bonus" 8 "custom item model" "models/workshop/weapons/c_models/c_iron_curtain/c_iron_curtain.mdl" "custom projectile model" models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl "projectile trail particle" rockettrail "projectile gravity" 300 "move speed penalty" 0.001 "custom weapon fire sound" =80|mvm\giant_demoman\giant_demoman_grenade_shoot.wav "no_jump" 1 "reload full clip at once" 1 } } Mortar { Item "The Hellmet" Item "Big Steel Jaw of Summer Fun" Item "Forgotten King's Pauldrons" Item "Iron Curtain" AimOffset "0 30 30" AimLeadProjectileSpeed 1 MaxVisionRange 3000 WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "Iron Curtain" "fire rate penalty" 2 "bullets per shot bonus" 2 "weapon spread bonus" 1.8 "crit mod disabled" 0 "mod minigun can holster while spinning" 1 "single wep deploy time increased" 2 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "provide on active" 1 "override projectile type" 2 "fire rate bonus" 1.4 "projectile speed increased" 1.7 "custom projectile model" models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl "projectile trail particle" rockettrail "projectile gravity" 300 "move speed penalty" 0.001 "custom weapon fire sound" =80|mvm\giant_demoman\giant_demoman_grenade_shoot.wav "no_jump" 1 "reload full clip at once" 1 } FireWeapon { Delay 0 Cooldown 30 Repeats 0 Duration 4 Type "Primary" } ChangeAttributes { Delay 4.5 Cooldown 0 Repeats 0 Name "Default" } } } ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Default" } ChangeAttributes { Delay 15 Cooldown 30 Repeats 0 IfSeeTarget 1 Name "Mortar" } CharacterAttributes { "move speed bonus" 0.42 "voice pitch scale" 0 "cancel falling damage" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "mult stun resistance" 0 "dmg taken mult from special damage type 1" -1 "dmg from ranged reduced" 0.75 "override footstep sound set" 2 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.5 } } } ///////////////////////////////////////////////////////////////////////////////////// // Shadows Advanced (Bauernhof Der Toten) // Cash given at start: $500 // ///////////////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes // CustomWaveNumber 0 CustomMaxWaveNumber 0 StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_output_clear Action Trigger } DoneOutput { Target checkpoint_relay Action Trigger } Explanation { Line "{yellow}Take on the hordes of the undead." Line "{yellow}Clear 20 waves to win!" } SpawnTemplate "Pushblocks" // in here so 'corelogic' doesn't delete them while wiping Shadows things SpawnTemplate "Roundtimer" SpawnTemplate "TankTeleport" // SpawnTemplate "DumpsterBox" SpawnTemplate "DoublePointsSpawner" SpawnTemplate "FireSaleSpawner" SpawnTemplate "InstakillSpawner" SpawnTemplate "NukeSpawner" SpawnTemplate "MaxAmmoSpawner" SpawnTemplate "BonusPointsSpawner" SpawnTemplate // spawned here as safeguard against corelogic wipe { Name "Vending_Jugg" Origin "477 -2103 -44" Angles "0 270 0" } SpawnTemplate { Name "Vending_Quickrevive" Origin "-1794 1236 -52" Angles "0 270 0" } SpawnTemplate { Name "Vending_Speed" Origin "-1157 -597 -248" Angles "0 90 0" } SpawnTemplate { Name "Vending_Blaster" Origin "197 -2659 -42" Angles "0 0 0" } SpawnTemplate { Name "Vending_Doubletap" Origin "-19 1893 156" Angles "0 0 0" } WaveSpawn { Name "stage_01" Where spawnbot_zombie TotalCount 12 MaxActive 12 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 1.7 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper CharacterAttributes { "move speed bonus" 0.8 } } TFBot { Template T_Zombie_Soldier CharacterAttributes { "move speed bonus" 0.8 } } TFBot { Template T_Zombie_Demo CharacterAttributes { "move speed bonus" 0.8 } } } } WaveSpawn { Name "stage_02" Where spawnbot_zombie TotalCount 21 MaxActive 21 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.7 WaitForAllDead "stage_01" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 250 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Soldier Health 250 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Heavy Health 250 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Demo Health 250 CharacterAttributes { "move speed bonus" 0.82 } } } } WaveSpawn { Name "stage_03" Where spawnbot_zombie TotalCount 29 MaxActive 26 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.7 WaitForAllDead "stage_02" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 350 CharacterAttributes { "move speed bonus" 0.84 } } TFBot { Template T_Zombie_Soldier Health 350 CharacterAttributes { "move speed bonus" 0.84 } } TFBot { Template T_Zombie_Heavy Health 350 CharacterAttributes { "move speed bonus" 0.84 } } TFBot { Template T_Zombie_Demo Health 350 CharacterAttributes { "move speed bonus" 0.84 } } TFBot { Template T_Zombie_Medic Health 350 CharacterAttributes { "move speed bonus" 0.84 } } TFBot { Template T_Zombie_Soldier Health 350 CharacterAttributes { "move speed bonus" 0.84 } } TFBot { Template T_Zombie_Demo Health 350 CharacterAttributes { "move speed bonus" 0.84 } } } } WaveSpawn { Name "stage_04" Where spawnbot_zombie TotalCount 37 MaxActive 26 // bot cap SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.7 WaitForAllDead "stage_03" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 450 CharacterAttributes { "move speed bonus" 0.86 } } TFBot { Template T_Zombie_Soldier Health 450 CharacterAttributes { "move speed bonus" 0.86 } } TFBot { Template T_Zombie_Heavy Health 450 CharacterAttributes { "move speed bonus" 0.86 } } TFBot { Template T_Zombie_Demo Health 450 CharacterAttributes { "move speed bonus" 0.86 } } TFBot { Template T_Zombie_Medic Health 450 CharacterAttributes { "move speed bonus" 0.86 } } TFBot { Template T_Zombie_Soldier Health 450 CharacterAttributes { "move speed bonus" 0.86 } } TFBot { Template T_Zombie_Special_Grappler Health 450 } } } WaveSpawn { Name "stage_05" Where spawnbot_zombie TotalCount 45 MaxActive 26 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.5 WaitForAllDead "stage_04" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 550 CharacterAttributes { "move speed bonus" 0.88 } } TFBot { Template T_Zombie_Soldier Health 550 CharacterAttributes { "move speed bonus" 0.88 } } TFBot { Template T_Zombie_Heavy Health 550 CharacterAttributes { "move speed bonus" 0.88 } } TFBot { Template T_Zombie_Demo Health 550 CharacterAttributes { "move speed bonus" 0.88 } } TFBot { Template T_Zombie_Medic Health 550 CharacterAttributes { "move speed bonus" 0.88 } } TFBot { Template T_Zombie_Soldier Health 550 CharacterAttributes { "move speed bonus" 0.88 } } TFBot { Template T_Zombie_Special_Grappler Health 550 } TFBot { Template T_Zombie_Special_Burner Health 550 } } } WaveSpawn { Name "stage_06" Where spawnbot_zombie TotalCount 50 // spawn cap MaxActive 26 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.5 WaitForAllDead "stage_05" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 650 CharacterAttributes { "move speed bonus" 0.9 } } TFBot { Template T_Zombie_Soldier Health 650 CharacterAttributes { "move speed bonus" 0.9 } } TFBot { Template T_Zombie_Heavy Health 650 CharacterAttributes { "move speed bonus" 0.9 } } TFBot { Template T_Zombie_Demo Health 650 CharacterAttributes { "move speed bonus" 0.9 } } TFBot { Template T_Zombie_Medic Health 650 CharacterAttributes { "move speed bonus" 0.9 } } TFBot { Template T_Zombie_Soldier Health 650 CharacterAttributes { "move speed bonus" 0.9 } } TFBot { Template T_Zombie_Special_Corroder Health 650 } } } WaveSpawn // first tank round { Name "stage_07_transition" Where spawnbot_tank WaitBeforeStarting 15 WaitForAllDead "stage_06" TotalCurrency 0 FirstSpawnWarningSound "shadows\bossround_start.mp3" FirstSpawnOutput { Target bossstage_start Action Trigger } } WaveSpawn { Name "stage_07" Where spawnbot_tank TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 6.5 WaitForAllSpawned "stage_07_transition" TotalCurrency 0 DoneOutput { Target bossstage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_01.mp3 } Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 6000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 6000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 6000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 6000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 6000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 6000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 6000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 6000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_02.mp3 } DeathSound shadows\tank_death_02.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 6000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 6000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 6000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 6000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 6000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 6000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 6000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 6000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_03.mp3 } DeathSound shadows\tank_death_03.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 6000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 6000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 6000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 6000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 6000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 6000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 6000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 6000 } } } } WaveSpawn { Name "stage_08" Where spawnbot_zombie TotalCount 50 MaxActive 26 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 1.5 WaitForAllDead "stage_07" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 850 CharacterAttributes { "move speed bonus" 0.94 } } TFBot { Template T_Zombie_Soldier Health 850 CharacterAttributes { "move speed bonus" 0.94 } } TFBot { Template T_Zombie_Heavy Health 850 CharacterAttributes { "move speed bonus" 0.94 } } TFBot { Template T_Zombie_Demo Health 850 CharacterAttributes { "move speed bonus" 0.94 } } TFBot { Template T_Zombie_Medic Health 850 CharacterAttributes { "move speed bonus" 0.94 } } TFBot { Template T_Zombie_Soldier Health 850 CharacterAttributes { "move speed bonus" 0.94 } } TFBot { Template T_Zombie_Special_Grappler Health 850 } TFBot { Template T_Zombie_Special_Corroder Health 850 } TFBot { Template T_Zombie_Special_Crawler Health 850 } } } WaveSpawn { Name "stage_09" Where spawnbot_zombie TotalCount 50 MaxActive 26 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.5 WaitForAllDead "stage_08" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 950 CharacterAttributes { "move speed bonus" 0.96 } } TFBot { Template T_Zombie_Soldier Health 950 CharacterAttributes { "move speed bonus" 0.96 } } TFBot { Template T_Zombie_Heavy Health 950 CharacterAttributes { "move speed bonus" 0.96 } } TFBot { Template T_Zombie_Demo Health 950 CharacterAttributes { "move speed bonus" 0.96 } } TFBot { Template T_Zombie_Medic Health 950 CharacterAttributes { "move speed bonus" 0.96 } } TFBot { Template T_Zombie_Soldier Health 950 CharacterAttributes { "move speed bonus" 0.96 } } TFBot { Template T_Zombie_Special_Grappler Health 950 } TFBot { Template T_Zombie_Special_Corroder Health 950 } TFBot { Template T_Zombie_Special_Crawler Health 950 } } } WaveSpawn { Name "stage_10" Where spawnbot_zombie TotalCount 50 MaxActive 26 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.3 WaitForAllDead "stage_09" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 1045 } TFBot { Template T_Zombie_Soldier Health 1045 } TFBot { Template T_Zombie_Heavy Health 1045 } TFBot { Template T_Zombie_Demo Health 1045 } TFBot { Template T_Zombie_Medic Health 1045 } TFBot { Template T_Zombie_Soldier Health 1045 } TFBot { Template T_Zombie_Special_Grappler Health 1045 } TFBot { Template T_Zombie_Special_Corroder Health 1045 } TFBot { Template T_Zombie_Special_Burner Health 1045 } TFBot { Template T_Zombie_Special_Crawler Health 1045 } } } WaveSpawn { Name "stage_11" Where spawnbot_zombie TotalCount 50 MaxActive 26 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.3 WaitForAllDead "stage_10" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 1149 } TFBot { Template T_Zombie_Soldier Health 1149 } TFBot { Template T_Zombie_Heavy Health 1149 } TFBot { Template T_Zombie_Demo Health 1149 } TFBot { Template T_Zombie_Medic Health 1149 } TFBot { Template T_Zombie_Soldier Health 1149 } TFBot { Template T_Zombie_Special_Grappler Health 1149 } TFBot { Template T_Zombie_Special_Corroder Health 1149 } TFBot { Template T_Zombie_Special_Crawler Health 1045 } } } WaveSpawn { Name "stage_12_transition" Where spawnbot_tank WaitBeforeStarting 15 WaitForAllDead "stage_11" TotalCurrency 0 FirstSpawnWarningSound "shadows\bossround_start.mp3" FirstSpawnOutput { Target bossstage_start Action Trigger } } WaveSpawn { Name "stage_12" Where spawnbot_tank TotalCount 9 MaxActive 9 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 5 WaitForAllSpawned "stage_12_transition" TotalCurrency 0 DoneOutput { Target bossstage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_01.mp3 } Health 9680 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 8417 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 8417 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 8417 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 8417 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 8417 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 8417 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 8417 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 8417 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_02.mp3 } Health 9680 DeathSound shadows\tank_death_02.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 8417 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 8417 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 8417 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 8417 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 8417 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 8417 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 8417 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 8417 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_03.mp3 } Health 9680 DeathSound shadows\tank_death_03.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 8417 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 8417 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 8417 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 8417 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 8417 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 8417 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 8417 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 8417 } } } } WaveSpawn { Name "stage_13" Where spawnbot_zombie TotalCount 50 MaxActive 26 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 1.3 WaitForAllDead "stage_12" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 1389 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Demo Health 1389 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Medic Health 1389 } TFBot { Template T_Zombie_Soldier Health 1389 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Special_Grappler Health 1389 } TFBot { Template T_Zombie_Special_Corroder Health 1389 } TFBot { Template T_Zombie_Special_Crawler Health 1389 } TFBot { Template T_Zombie_Special_Superfist Health 1389 } } } WaveSpawn { Name "stage_14" Where spawnbot_zombie TotalCount 50 MaxActive 26 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.3 WaitForAllDead "stage_13" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 1527 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Demo Health 1527 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Medic Health 1527 } TFBot { Template T_Zombie_Soldier Health 1527 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Special_Corroder Health 1527 } TFBot { Template T_Zombie_Special_Crawler Health 1527 } TFBot { Template T_Zombie_Special_Superfist Health 1389 } } } WaveSpawn { Name "stage_15" Where spawnbot_zombie TotalCount 50 MaxActive 26 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.2 WaitForAllDead "stage_14" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Special_Grappler Health 1679 } TFBot { Template T_Zombie_Special_Grappler Health 1679 } TFBot { Template T_Zombie_Special_Grappler Health 1679 } TFBot { Template T_Zombie_Special_Burner Health 1679 } } } WaveSpawn { Name "stage_16" Where spawnbot_right TotalCount 50 MaxActive 26 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.2 WaitForAllDead "stage_15" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } TFBot { Template T_Zombie_Special_Exploder Health 1846 } } WaveSpawn { Name "stage_17" Where spawnbot_zombie TotalCount 50 MaxActive 26 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 1.1 WaitForAllDead "stage_16" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 2030 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Soldier Health 2030 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Demo Health 2030 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Medic Health 2030 } TFBot { Template T_Zombie_Soldier Health 2030 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Special_Grappler Health 2030 } TFBot { Template T_Zombie_Special_Corroder Health 2030 } TFBot { Template T_Zombie_Special_Superfist Health 2030 } TFBot { Template T_Zombie_Special_Crawler Health 2030 } TFBot { Template T_Zombie_Special_Exploder Health 2030 } } } WaveSpawn { Name "stage_17" Where spawnbot_tank TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 35 WaitBetweenSpawns 13 WaitForAllDead "stage_16" TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_01.mp3 } Health 15590 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 13556 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 13556 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 13556 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 13556 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 13556 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 13556 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 13556 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 13556 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_02.mp3 } Health 15590 DeathSound shadows\tank_death_02.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 13556 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 13556 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 13556 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 13556 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 13556 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 13556 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 13556 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 13556 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_03.mp3 } Health 15590 DeathSound shadows\tank_death_03.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 13556 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 13556 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 13556 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 13556 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 13556 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 13556 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 13556 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 13556 } } } } WaveSpawn // marked so the round ends properly { Name "stage_17_end" Where spawnbot_tank WaitBeforeStarting 0 WaitForAllDead "stage_17" TotalCurrency 0 StartWaveOutput { Target stage_clear Action Trigger } } WaveSpawn { Name "stage_18" Where spawnbot_zombie TotalCount 50 MaxActive 26 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.1 WaitForAllDead "stage_17_end" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 2233 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Soldier Health 2233 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Heavy Health 2233 CharacterAttributes { "move speed bonus" 1.35 } } TFBot { Template T_Zombie_Demo Health 2233 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Medic Health 2233 } TFBot { Template T_Zombie_Soldier Health 2233 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Special_Grappler Health 2233 } TFBot { Template T_Zombie_Special_Corroder Health 2233 } TFBot { Template T_Zombie_Special_Superfist Health 2233 } TFBot { Template T_Zombie_Special_Crawler Health 2233 } } } WaveSpawn { Name "stage_19" Where spawnbot_zombie TotalCount 50 MaxActive 24 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 1.1 WaitForAllDead "stage_18" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 2456 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Soldier Health 2456 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Demo Health 2456 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Medic Health 2456 } TFBot { Template T_Zombie_Special_Grappler Health 2456 } TFBot { Template T_Zombie_Special_Corroder Health 2456 } TFBot { Template T_Zombie_Special_Superfist Health 2456 } TFBot { Template T_Zombie_Special_Crawler Health 2456 } } } WaveSpawn { Name "stage_19" Where spawnbot_tank TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 35 WaitBetweenSpawns 13 WaitForAllDead "stage_18" TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_01.mp3 } Health 18863 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 16403 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 16403 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 16403 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 16403 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 16403 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 16403 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 16403 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 16403 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_02.mp3 } Health 18863 DeathSound shadows\tank_death_02.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 16403 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 16403 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 16403 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 16403 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 16403 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 16403 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 16403 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 16403 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_03.mp3 } Health 18863 DeathSound shadows\tank_death_03.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 16403 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 16403 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 16403 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 16403 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 16403 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 16403 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 16403 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 16403 } } } } WaveSpawn // marked so the round ends properly { Name "stage_19_end" Where spawnbot_tank WaitBeforeStarting 0 WaitForAllDead "stage_19" TotalCurrency 0 StartWaveOutput { Target stage_clear_finale Action Trigger } } WaveSpawn // finale { Name "stage_20_transition" Where spawnbot_tank WaitBeforeStarting 15 WaitForAllDead "stage_19" TotalCurrency 0 FirstSpawnWarningSound "shadows\bossround_start.mp3" FirstSpawnOutput { Target bossstage_start_tread Action Trigger } } WaveSpawn // finale { Name "stage_20" Where spawnbot_zombie TotalCount 86 MaxActive 16 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 1.1 WaitForAllSpawned stage_20_transition TotalCurrency 0 FirstSpawnOutput { Target stage_start_finale Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 2701 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Soldier Health 2701 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Demo Health 2701 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Medic Health 2701 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Heavy Health 2701 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Medic Health 2701 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Special_Grappler Health 2701 } TFBot { Template T_Zombie_Special_Corroder Health 2701 } TFBot { Template T_Zombie_Special_Superfist Health 2701 } TFBot { Template T_Zombie_Special_Crawler Health 2701 } TFBot { Template T_Zombie_Special_Exploder Health 2701 } TFBot { Template T_Zombie_Special_Burner Health 2701 } } } WaveSpawn { Name "stage_20" Where spawnbot_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 118.5 WaitBetweenSpawns 0 WaitForAllDead "stage_20_transition" TotalCurrency 0 FirstSpawnOutput { Target battlelord_cosmetics_relay Action Trigger } DoneOutput { Target autotank_death Action Trigger } Squad { Squad { TFBot { Template T_Robot_Boss_Treadkill } } } } WaveSpawn { Name "stage_20" Where spawnbot_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 118 WaitBetweenSpawns 0 WaitForAllDead "stage_20_transition" TotalCurrency 0 DoneOutput { Target blord_death Action Trigger } Squad { Squad { TFBot { Template T_Robot_Boss_Battlelord } } } } WaveSpawn // finale { Name "stage_20" Where spawnbot_zombie TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 35 WaitBetweenSpawns 30 WaitForAllDead stage_20_transition TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_01.mp3 } Health 20750 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 18043 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 18043 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 18043 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 18043 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 18043 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 18043 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 18043 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 18043 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_02.mp3 } Health 20750 DeathSound shadows\tank_death_02.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 18043 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 18043 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 18043 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 18043 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 18043 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 18043 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 18043 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 18043 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_03.mp3 } Health 20750 DeathSound shadows\tank_death_03.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 18043 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 18043 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 18043 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 18043 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 18043 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 18043 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 18043 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 18043 } } } } WaveSpawn { Name "theend" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 WaitForAllDead stage_20 TotalCurrency 4444 StartWaveOutput { Target youwin Action Trigger } Squad { Squad { TFBot { Class Heavyweapons WeaponRestrictions MeleeOnly Attributes IgnoreFlag CharacterAttributes { "move speed bonus" 0.08 "is suicide counter" 2000 "force distribute currency on death" 1 } Health 10000 } } } } } }